No.156 / 280Build & manage · Income & idle growth

From Clicking to Passive Income

Earn the first pile by hand, then buy machines so you don't have to.

Prototype complexity
Who plays
Solo decisions
Design focus
Economy · Progression · Time
Cookie ClickerNo.156Cookie Clicker

01The core loop

Action → feedback → next choice
  1. 01Click to earn
  2. 02Buy a first producer
  3. 03Passive income grows
  4. 04Clicking becomes support

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    Each click earns 1; you have 15. An auto-producer costs 15 and makes 0.1/s.

  2. T2

    Turn 2 · The player chooses

    You buy it and keep clicking 3 times a second.

  3. T3

    Turn 3 · The feedback

    Income goes from 3/s to 3.1/s—tiny, but the first passive counter ticks on screen.

  4. T4

    Turn 4 · The next decision

    The next costs 17, and you start computing when passive will outrun your hand.

How it plays

At first, clicking is the only income: tiny but instant. Saving up buys automatic producers that output per second and soon outpace your clicks. Clicking then shifts into bursts or skills, a supplement rather than the main engine.

What the player weighs

  • Click upgrades pay off fast; producers pay off longer
  • Active clicking earns more but wears players out

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Cookie Clicker
C

Cookie Clicker

P1

You start by clicking the big cookie, then buy cursors, grandmas, farms; late-game clicking mostly pairs with golden-cookie bursts.

Clicker Heroes
C

Clicker Heroes

P2

Clicks deal damage while hired heroes provide DPS; mid-game you can progress almost purely on hero DPS.

The difference worth noticing

Cookie Clicker's shift is purely economic; Clicker Heroes frames the same shift as monster-killing progress.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
From Clicking to Passive IncomeIncome & idle growth+

Allow loans for early producers whose interest drains per second, turning clicking into a debt sprint.

Prototype this combo in Yoroll

→Follow the next idea

Income & idle growthNew

Farm or Push

Stay where income is safe, or risk failure for the next tier?

Prototype complexity
Who plays
Solo decisions
  1. 01Gauge your strength
  2. 02Choose farm or push
  3. 03Get reward or fail
  4. 04Retarget your tier
Clicker Heroes · Melvor Idle
Income & idle growthNew

Setting Up Before You Leave

Your last minute before logging off decides the next eight hours.

Prototype complexity
Who plays
Solo decisions
  1. 01Check every output
  2. 02Plan for time away
  3. 03Log off
  4. 04Return and collect
Melvor Idle · Cookie Clicker
Income & idle growthNew

Quantity Milestone Jumps

Three more to double output—that pull keeps people buying.

Prototype complexity
Who plays
Solo decisions
  1. 01Eye the next threshold
  2. 02Buy to reach it
  3. 03Output multiplies
  4. 04Aim for the next
Clicker Heroes · AdVenture Capitalist
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