No.159 / 280Build & manage · Income & idle growth

Spend or Hold the Bonus Currency

This currency buffs you while held, and buys upgrades when spent—pick one.

Prototype complexity
Who plays
Solo decisions
Design focus
Economy · Planning · Optimization
Clicker HeroesNo.159Clicker Heroes

01The core loop

Action → feedback → next choice
  1. 01Earn the special currency
  2. 02Holding grants a passive buff
  3. 03Evaluate permanent upgrades
  4. 04Spend or keep

↻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 hold 50 souls at +10% damage each (+500%). An upgrade costs 20 and multiplies damage ×2.5.

  2. T2

    Turn 2 · The player chooses

    You compute: total multiplier falls from 6× to 4×, then ×2.5 makes 10×, so you buy.

  3. T3

    Turn 3 · The feedback

    Damage visibly rises; your soul count drops from 50 to 30.

  4. T4

    Turn 4 · The next decision

    The next upgrade costs 40, so you'll need another prestige first.

How it plays

Each unit of a currency adds a percentage bonus while held, but it can also buy permanent upgrades. Spending removes that bonus, so a purchase is only worth it when the upgrade outweighs the lost percentage. The UI must show both numbers clearly.

What the player weighs

  • Holding is a safe buff; spending is a higher but calculated bet
  • Spending early gets upgrades sooner but lowers your post-reset start

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

Hero Souls from ascension boost damage while held and are also spent to buy and level Ancients.

AdVenture Capitalist
A

AdVenture Capitalist

P2

Angel Investors each add a profit percentage, and some angel upgrades sacrifice angels for bigger multipliers.

The difference worth noticing

Clicker Heroes spends on Ancients you keep leveling; AdVenture Capitalist mostly buys one-off multipliers.

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

04What could you combine?

Fusion · Original design proposal · not an existing feature
Spend or Hold the Bonus CurrencyIncome & idle growth+

Let equipment lock part of the currency, so gear slots and the held bonus compete for one pool.

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

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

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
yorollGAMEPLAY ATLAS

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

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