This thread is interesting because it highlights a very common issue when building a first clicker game: the core concept is simple, but if it’s just “click, click” with no variety, players get bored fast (like Barry’s friend who lost interest after about five minutes).
My takeaway: the key is a clear progression loop—gradual rewards, well-balanced pacing (not too fast or too slow), and small bits of variety like randomness, mini-quests, or mechanics that unlock over time so it always feels like there’s something new to discover (similar to what Edward suggested).
Bonus note: unfortunately, the comment section also seems to contain a lot of spam / irrelevant links, so it’s best to focus on the main discussion and be careful about clicking anything.
