Development Document
Development Document
Development Document of “Super Burger Clicker”
1. Initial Inspiration:
The project began six years ago when I was working on IDLE games for the company. Although I didn’t enjoy this genre at first, my interest grew after trying popular games like Cookie Clicker, which led me to explore alternatives within the CLICKER subgenre, focusing on greater interaction and dynamic rewards.
2. First Prototype:
The first attempt focused on a basic clicking system with an animated burger. The burger would jump and its ingredients would separate when clicked, adding a visually appealing touch. Although this first prototype didn’t progress, it laid the foundation for future developments.
3. Restart and Improvements:
Four years later, I decided to restart the project from scratch, keeping the initial mechanics but improving the balance with tried-and-tested formulas from similar games. Animations remained a focal point to make the clicking experience more engaging and satisfying for players.
4. Key Decision: No Ads or Purchases:
One of the fundamental decisions was to exclude ads and in-game purchases, focusing on a complete experience without interruptions. To compensate for rewards typically earned from watching ads, I implemented gameplay mechanics that offer similar rewards without requiring ads.
5. “Most Wanted” Multiplier:
A x100 multiplier system called “Most Wanted” was added, where a truck appears and offers this multiplier if the player is clicking the correct burger. Sustained fast tapping also generates a x5 multiplier. Additionally, there is an upgradeable power-up that, after 300 seconds, adds a x10 multiplier on top of the x5 from sustained tapping. This combination works with the x100 from “Most Wanted” and other click power-ups. The resulting multiplier can reach x5 * x10 * x100 + click power-up level, creating massive bonuses and incentivizing continuous interaction.
6. Investment System:
An investment system was implemented with three food-related items: fries, soda, and ice cream. These items are available on specific days of the week and can be sold on later days with fluctuating prices. In addition to generating profits, investments also provide additional boosts.
7. Chests and Keys:
Instead of relying on ads for rewards, chests and keys drop after reaching 1000 taps. These chests contain not only coins but also collectible items that offer visual and sound rewards, like background changes and music to personalize the game.
8. Collectibles:
The game includes 12 collectibles: 4 backgrounds to change the scenery, 4 songs to alter the background music, and 4 items that are part of the game’s narrative. The story also unlocks as generators are purchased.
9. King Burger Story:
The player follows the story of a burger king who lost his crown. As the player progresses by purchasing generators, secret notes and alternative crowns are revealed, with the ultimate goal of recovering the original crown.
10. Calendar System:
For the first 15 days, players receive a daily item if they log in. This serves as an incentive for regular play.
11. Equipable System:
On the third day, an equipable system unlocks, featuring cards of King Burger and the burgers, which boost the performance of the generators. The performance boost disappears when the game is closed, and the cost of this boost increases each day, priced in hard currency.
12. Prize Wheel:
On the fifth day, a prize wheel unlocks, offering random rewards at an increasing cost with each spin. The cost of the prize wheel is also in hard currency. Additionally, the prize wheel gives hints to activate a secret hidden element: the dev console, which can only be activated with a specific combination of keys. Among the hints are hacked usernames and passwords of the game developers, each granting different levels of access to the dev console’s functions.