Click on Building is a minimalist incremental/idle strategy game about creating and expanding multiple small villages.

Click on buildings to produce resources, unlock new research, and place even more buildings — all leading to faster, bigger, and more efficient runs.

When you start to run out of space, prestige your civilization: reset your map, expand your world, and rebuild stronger each time.


I'm trying to make a game in one week, so this is the result. If there are enough playing will add in more content, please comment with your suggestions for upgrades!

StatusIn development
PlatformsHTML5
Rating
Rated 3.6 out of 5 stars
(7 total ratings)
AuthorThinKING Cat Game
GenreStrategy
Made withUnity
TagsCity Builder, Experimental, Idle, Incremental, Indie, Mouse only, Pixel Art, Relaxing, Short

Comments

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(2 edits)

Suggestions for any updates! (Love the game so far- definitely scratches my resource management/city builder itch!)

  • More space (unlocked with light/campfire like another commenter suggested, or have a School/University make Exploration workers
  • More control over workers (+/- on buildings to assign number of workers)
  • Workers can specialize: (Exploring, Management, faster, more resources, less food, ex.)
  • Be able to Research Rotation of buildings, Deleting Buildings, and Moving Buildings. 
  • More Building Types:
    • University/School/Apprenticeships—> Research points and/or Specializing workers
    • Farm—> Green House
    • Power Source type buildings 
  • Power Sources
    • Coal Power Plant (powered by coal from mines?)
    • Wind Turbines (made by Metal?)
    • Solar Power (from Glass + Metal?) 
      • —> Power higher level buildings
  • More resources/unlock and find different resources:
    • Sand (Or turning stone to sand)—> Glass —>Greenhouse —> Crops (Food)
    • Mines —> Ore —> Metal
    • Water—> Fishing (Food), Water wheel (power), 


      • Found by Explorers/Prospector Workers?
  • Upgrade buildings:
    • More resources per click/connected resource source 
    • Merge Buildings to upgrade? (So to better utilize that perfect x3 forest location, and preserve space)
    • School —> University 
    • Campfire—> SearchLight 
    • Homes —> Condominiums —> Apartments 
    • Hunter—> Rancher
    • Fire Shrine—> Temple
  • Have more tangible benefits from Prestige:
    • unlock new types of Research/Building upgrades 
    • Prestige is actually “founding new settlements,” and a percentage of resources/resource production rate can carry over from other settlements “excess resources,” can carry over.
  • Buildings have benefits from being near each other:
    • (Ie. Logging near Lumber yard (+ speed or +conversion rate/ratio)
    • Make Roads/Railways to get connecting bonus with out being near each other?

Hopefully some of those Ideas spark your imagination/motivation- I’m excited to play more if you decide to make any updates!! :)


(+2)

Very good starting base! Here are my feedbacks:

  • Have the possibility to manually choose where to send (or remove) the workers.
  • Add a progress bar for prestige.
  • Add a gameplay element like enemies / diseases / building repairs / disasters or others to avoid having a too linear progression curve.
  • Have a building responsible for research.
  • Have consumable resources like a treasure (+ gold) / a cave (+ random) / a relic (+ research).
  • Add fog on the map after a certain level of prestige, this avoids being able to create a building on the opposite side of another. (a building like a "campfire" can help us discover parts of the map)
(+3)

In only one week it's really not bad! But I feel the game lack some depth for now

(+1)

I loved it at first but when I couldn't gather enough wood for a second house because the first worker was selling it too fast I got frustrated. 

(+1)

In the future probably will need to add "active" and "inactive" button to markets, if they should be automated by workers