No.157 / 280Build & manage · Income & idle growth

Setting Up Before You Leave

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

Prototype complexity
Who plays
Solo decisions
Design focus
Time · Planning · Economy
Melvor IdleNo.157Melvor Idle

01The core loop

Action → feedback → next choice
  1. 01Check every output
  2. 02Plan for time away
  3. 03Log off
  4. 04Return and collect

↻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

    You'll sleep 8 hours. Woodcutting yields 120/h with 600 space left; fishing yields 80/h with 900 left.

  2. T2

    Turn 2 · The player chooses

    You pick fishing, since wood would cap in 5 hours.

  3. T3

    Turn 3 · The feedback

    You wake to 640 fish and no overflow warning.

  4. T4

    Turn 4 · The next decision

    Only 260 fish slots left; clear space before tonight.

How it plays

Progress continues offline as set up, usually with a time cap or efficiency penalty. You pick tasks to match how long you'll be gone: short ones while online, long ones for offline. Storage or bank capacity caps what you can bring back.

What the player weighs

  • The best-paying task often needs supervision and may not be best offline
  • With storage near full, longer absences waste more

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

Melvor Idle
M

Melvor Idle

P1

Your active skill keeps running offline up to a time cap; a full bank stops new items, so players tidy the bank before leaving.

Cookie Clicker
C

Cookie Clicker

P2

Offline production must be unlocked via a heavenly upgrade (Twin Gates of Transcendence), starting at a small fraction of CpS and improvable later.

The difference worth noticing

Melvor's offline planning is about which task to run; Cookie Clicker's is about unlocking how much offline time pays.

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

04What could you combine?

Fusion · Original design proposal · not an existing feature
Setting Up Before You LeaveIncome & idle growth+

Make stack limits the offline puzzle: items stack differently, so long absences favor products with high stack caps.

Prototype this combo in Yoroll

→Follow the next idea

Income & idle growthNew

Time Skip Consumables

One ticket grabs hours of future income—the question is when it's worth most.

Prototype complexity
Who plays
Solo decisions
  1. 01Get a time-skip item
  2. 02Raise current income
  3. 03Use it to skip ahead
  4. 04Collect a big lump
AdVenture Capitalist · Clicker Heroes
Income & idle growthNew

Splitting Capacity Across Projects

Your capacity is one pie; only what you slice it to will grow.

Prototype complexity
Who plays
Solo decisions
  1. 01Check each project
  2. 02Reassign capacity
  3. 03Let progress tick
  4. 04Unlock, then rebalance
NGU IDLE · Idling to Rule the Gods
Income & idle growthNew

Escalating Copy Prices

The first is cheap, the hundredth outrageous, so you keep rotating purchases.

Prototype complexity
Who plays
Solo decisions
  1. 01Compare value per cost
  2. 02Buy the best deal
  3. 03Its price rises
  4. 04Compare again
Cookie Clicker · AdVenture Capitalist
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Good mechanics deserve a closer look. Good ideas deserve a next step.

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