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Looking for Feedback from everyone on my newest game, Mana Clicker!

A topic by EmeraldCoastGames created Dec 21, 2025 Views: 249 Replies: 4
Viewing posts 1 to 4

πŸ§™β€β™‚οΈ Unleash the Arcane in Mana Clicker!

Greetings, Archmagi πŸ‘‹

We are thrilled to invite you to try Mana Clicker, an addictive new idle experience where every click ripples with magical energy!

Whether you're an active clicker or a master of automation, there's a path to power waiting for you.

✨ Key Features

  • ⚑ Cast Powerful Spells: Don't just watch numbers go up—take control! Unleash Mana Surge for a burst of production, or channel Critical Mass to guarantee devastating critical clicks!
  • πŸ“œ Deep Research Tree: Unlock the secrets of the arcane. From Swift Hands to Time Warp, choose from over a dozen unique research nodes to customize your build.
  • πŸ”₯ Attunement & Prestige: Hit a wall? Attune with the universe to reset your progress in exchange for permanent, massive power multipliers. The higher you climb, the stronger you return!
  • πŸ’° Strategic Upgrades: Balance your mana between immediate upgrades, buying powerful units, and long-term research investments.

🀝 We Need Your Feedback!

Mana Clicker is a labor of love, and we want to make it the best idle game possible. We need YOU to test the limits of our magic system!

  • Found a game-breaking spell combo?
  • Have an idea for a new research node?
  • Think the Arcane Focus cooldown is too long?

Let us know in the comments below! Your feedback directly shapes the future updates.

[πŸ‘‰ https://emeraldcoastgames.itch.io/manaclicker]

Happy Clicking! πŸ–±οΈβœ¨

I played your game a bit. Here are few notes:

  • Game UI does not scale with the browser window in non-fullscreen mode
  • After the first look, I was really hoping for the game similar to Orb of Creation, but yours is much closer to Cookie Clicker, which is of course ok, but less interesting for me personally
  • I suggest to make costs on disabled buttons well-visible, since they are actually the main thing player stares at when he waits until next click
  • I suggest some indication of available purchases on the tab buttons (e.g. number in parenthesis)
  • Manual clicking income is not reflected in mana/sec making it much harder to judge relative efficiency
  • Balance-wise, manual clicking is made obsolete way too fast IMO
  • Since the game is Cookie clicker-style, I suggest to copy many useful features from Cookie Clicker UI, such as separate display of income for each unit type, and maybe combining unit purchases and upgrades on single screen
  • After quickly reaching ~1000 mana/sec, further progression feels rather bland, since production units do not differ in anything except production speed. I suggest either adding more interesting upgrades, or, if they already exist, making them available much sooner.
  • Text in β€œabout” and β€œprivacy” misses spaces after periods.

Hey! Thank you for your feedback! This type of insight is exactly why I made this post. I am still developing the game and have been thinking about what to do next, I think that trying for making the units feel unique from each other is something that will definitely add so spice and maybe some fun mechanics, like CC little mini games. 
Additionally the upgrade UI and the Ascension/Spell book UI will both be over hauled at some point but i was more focused on functional over pretty for now, I am not an artist so that will take me way longer than coding side of things. :)  Thanks for you feedback, keep an eye out for updates in the coming days, maybe depending on the holidays. 

Cheers! 

Tim

Emerald Dev

Hey, Maybe I'm not quite your target audience but...

I played your game for a few minutes then felt, bored isn't the right word but didn't know what I was trying to achieve. I had no goal. After that I left it in the background to see what else would happen.

In the game Magic Archery there is always a new interesting goal to get. It starts off as getting stronger then changes as things get unlocked. The goal changes keeping it interesting.

In Wizards Tower I felt compelled to grow the tower. A fairly simple goal but compelling enough that I finished it.

The UI was good, clean, crisp and easy to read and understand. It took me no time at all to figure out what I was meant to be doing.

GL

Thank you for your feedback! This version of the game systems is pretty barebones, I am working on a significant update with added systems and of course some achievements. But basically the game is meant to be a number goes up incremental game, which is the core loop that the current version embodies. The next version will implement more upgrades, a crafting system, and a ton of achievements and UI additions. As well as other systems to support these new additions. 

Thanks for spending time and giving feedback!

Emerald Dev 

Tim