Time Skip Consumables
One ticket grabs hours of future income—the question is when it's worth most.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Time · Economy · Planning
No.163AdVenture Capitalist01The core loop
Action → feedback → next choice- 01Get a time-skip item
- 02Raise current income
- 03Use it to skip ahead
- 04Collect a big lump
↻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 earn 1,000/s and hold an 8-hour skip; the next key upgrade costs 40 million.
- T2
Turn 2 · The player chooses
The skip gives 28.8 million—not enough—so you grow to 1,500/s first.
- T3
Turn 3 · The feedback
Two hours later it pays 43.2 million and you buy the upgrade at once.
- T4
Turn 4 · The next decision
Income doubles again, and your next skip is worth even more.
How it plays
A time skip instantly grants N hours of income at your current rate. Using it when income is high pays more, which means resisting early use. These items are usually scarce or bought with premium currency.
What the player weighs
- Using now breaks a wall; waiting yields more
- Use before a reset and it's wiped; after, your rate is low
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

AdVenture Capitalist
Time Warp items in the shop instantly grant days of earnings at the current profit rate.

Clicker Heroes
Rubies buy Timelapses that simulate several hours of progress and gold, with different durations at different prices (options hedged).
The difference worth noticing
AdVenture Capitalist's skip just pays cash; Clicker Heroes' Timelapse also advances zones.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Frame the skip as a loan: take future income now, then repay it from income over the same span.
Prototype this combo in Yoroll→Follow the next idea
Setting Up Before You Leave
Your last minute before logging off decides the next eight hours.
- Prototype complexity
- Who plays
- Solo decisions
- 01Check every output
- 02Plan for time away
- 03Log off
- 04Return and collect
Deliver Before the Deadline
Taking a contract starts the clock: deliver on time for the reward, or lose it.
- Prototype complexity
- Who plays
- Solo decisions
- 01Browse the board
- 02Accept a contract
- 03Gather or craft
- 04Deliver and get paid
Splitting Capacity Across Projects
Your capacity is one pie; only what you slice it to will grow.
- Prototype complexity
- Who plays
- Solo decisions
- 01Check each project
- 02Reassign capacity
- 03Let progress tick
- 04Unlock, then rebalance



