Quantity Milestone Jumps
Three more to double output—that pull keeps people buying.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Progression · Economy · Planning
No.160Clicker Heroes01The core loop
Action → feedback → next choice- 01Eye the next threshold
- 02Buy to reach it
- 03Output multiplies
- 04Aim for the next
↻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.
- T1
Turn 1 · The situation
You own 22 lemonade stands; at 25 speed doubles. Each costs about 100 and you have 330.
- T2
Turn 2 · The player chooses
You spend it all on stands to hit 25.
- T3
Turn 3 · The feedback
A milestone banner pops and the stand's progress bar visibly speeds up.
- T4
Turn 4 · The next decision
Newspapers are 8 short of 50, so your next cash needs a new plan.
How it plays
Owning a producer at counts like 25, 50 or 100 doubles its output or speed. Value jumps sharply at each step, so players funnel money to push one producer over. The UI should show how many more you need.
What the player weighs
- Chasing a threshold concentrates gains but stalls everything else
- Buying far from a threshold gives weak returns
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Clicker Heroes
Past level 200, heroes gain a large damage multiplier every 25 levels, so players funnel levels into one main hero.

AdVenture Capitalist
Each business gets speed or profit boosts at 25, 50, 100 and so on, plus global bonuses when all businesses reach a count.
The difference worth noticing
Clicker Heroes funnels into a few main heroes; AdVenture Capitalist adds all-business milestones that reward even growth.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Combine with flow ratios: hitting a threshold upstream also forces you to rebalance splitters or the line clogs.
Prototype this combo in Yoroll→Follow the next idea
Escalating Copy Prices
The first is cheap, the hundredth outrageous, so you keep rotating purchases.
- Prototype complexity
- Who plays
- Solo decisions
- 01Compare value per cost
- 02Buy the best deal
- 03Its price rises
- 04Compare again
Farm or Push
Stay where income is safe, or risk failure for the next tier?
- Prototype complexity
- Who plays
- Solo decisions
- 01Gauge your strength
- 02Choose farm or push
- 03Get reward or fail
- 04Retarget your tier
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
- 01Click to earn
- 02Buy a first producer
- 03Passive income grows
- 04Clicking becomes support



