No.160 / 280Build & manage · Income & idle growth

Quantity Milestone Jumps

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

Prototype complexity
Who plays
Solo decisions
Design focus
Progression · Economy · Planning
Clicker HeroesNo.160Clicker Heroes

01The core loop

Action → feedback → next choice
  1. 01Eye the next threshold
  2. 02Buy to reach it
  3. 03Output multiplies
  4. 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.

  1. T1

    Turn 1 · The situation

    You own 22 lemonade stands; at 25 speed doubles. Each costs about 100 and you have 330.

  2. T2

    Turn 2 · The player chooses

    You spend it all on stands to hit 25.

  3. T3

    Turn 3 · The feedback

    A milestone banner pops and the stand's progress bar visibly speeds up.

  4. 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

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

Clicker Heroes
C

Clicker Heroes

P1

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

AdVenture Capitalist
A

AdVenture Capitalist

P2

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?

Fusion · Original design proposal · not an existing feature
Quantity Milestone JumpsIncome & idle growth+

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

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
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

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
  1. 01Click to earn
  2. 02Buy a first producer
  3. 03Passive income grows
  4. 04Clicking becomes support
Cookie Clicker · Clicker Heroes
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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