Start with one donut. End with a multidimensional bakery empire. Click, automate, expand. Unlock the Research Lab, run a Storefront, deliver donuts, and break the economy. A layered idle game that keeps unfolding new systems until your mouse screams for mercy.

Launching on Steam in October with added content that's currently in development, and your save will import right into the Steam version.  Wishlist

Enjoying the game? A rating really helps visibility :) 

itch may wipe a local storage save when I push updates to the game. This is an itch limitation and unfortunately not 100% preventable. Before closing the tab, it's worth backing up your save by either copying it to clipboard (paste it into notepad) or export the save file. The game is also playable at incrementaldonuts.com where this is not an issue.  (Your save from here will also import there). 

Bugs, Questions, Comments: contact@muckduckmedia.com

Updated 14 hours ago
Published 2 days ago
StatusReleased
PlatformsHTML5
Rating
Rated 1.5 out of 5 stars
(2 total ratings)
AuthorMuckduckMedia
GenreSimulation
Tagsbakery, Clicker, donuts, Idle, Incremental, Singleplayer, Text based
Average sessionA few hours
LanguagesEnglish
InputsMouse
LinksSteam, Steam, Support
AI DisclosureAI Assisted, Code, Graphics, Sounds, Text

Development log

Comments

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ok, I broke the game, it crashed and unable to reload game, just shows a blank screen. 
I guess I did play the game wrong. Being active and do many Prestige and upgrade Tiers was the way to make progress. Both Donut Digits and Costumers Loyalty still went up in cost after every time I prestige and upgrade other things.
Until I realize, as it says it only count for Tier, so just skip upgrade Tiers. Stop at Tier 3 and now you can get unlimited Costumers levels. Had e280'000+ per sec before game froze.

On a run before that, I manage to lock out of doing Delivery, the very first Delivery cost e8 resources, but max storage was 399'000. It showed I had 3,1 Delivery points per sec, but I did not get anything. Had to wait until unlocked last Donut, to get a mission I could deliver.
Some minor issues, sometimes text jump around and cover other text, that Upgrade Max button disappear behind other window and unable to click it. Text color for can not afford to buy next level, is a bit to low contrast, cant see unless really really try. Annoying early game when every upgrade matter, later when have everything on Auto upgrade it dont matter, still would be fun to see how much next upgrade cost.

Yes I have enjoyed play this game, Thank you very much. Was on my 5th Black hole when game froze and now locked me out from ever play it.

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ok, reach the Blackhole and beat the game. As mentioned Delivery was unoptimal sometimes. For me, major issue was between e300 to e320, all bonuses goes backwards and everything maxed out, no way to improve anything at all. Just slug thru and grind more Sprinkles and even those gave no real upgrades. Have 1e86 Sprinkles = 2420% bonus, have 2e86 sprinkles gave 2421% .. a whole % for 2 hours farming sprinkles. and by this time my income went down from 2e314 to 5e313. There is something serious wrong with Donut Digits and Costumer Loyalty. Had lev 65 when gaining e50'ish, higher you advance the lower Consumer loyalty levels you can get. When beat the game I could buy lev20, lev 21 cost e350. Donut Digits cost e10880 at lev 41!?!? Good luck upgrade anything when struggle to even reach e320. Delivery Points died off too soon, at end have billions and even trillions but nothing to spend it on.

You're right, and I'm not sure how I missed that (too focused on money / storefront and not donuts smh).... Thank you for your comment and the specifics, I was able to track down exactly what was happening. The problem was the scaling based off baker tier, which has now been capped (the scaling, not the tier), so now levels will only become MORE affordable. The issue with the sprinkles was a different issue, and its curve was growing way too big for the bonus it gave, making it untenable. 

Some of the donut upgrades are meant to be somewhat 'hardcapped', as the new content that's in the works will sky rocket donut count which would cause an avalanche of buying, but grinding for 30 minutes to get next to nothing is not the intended design. 

Also added a new delivery point upgrade which gives +25% to delivery payouts, and it's infinite (aggressive scaling though). It unlocks at 90 deliveries completed. 

Thank you so much for your feedback and I hope despite that deadzone you had fun playing the available content! 

(3 edits) (+1)

i think deliveries need rebalancing. it's incredibly easy to get locked out of making any deliveries b/c of how many of the highest needed donut are required for them, to the point i put off increasing delivery tier as long as possible to not need a higher donut. if you do that though, then you just don't get any money as soon as donut weight drops low enough b/c of the scaling based on donut generation. it makes deliveries not fun since one wrong decision tanks progression speed with no way to fix it other than just waiting for longer than it would have taken to progress if you didn't make that decision. it's just kinda punishing.

Fix for this has been pushed and is live. If you refresh, you'll see it (although I'd recommend exporting / copying your save so Itch doesn't wipe it).... you are now no longer gated by number of deliveries to tier up, you can also now adjust the 'max tier' incase you buy too many, and 0 weight donuts now actually reward (before they were at $0 and just filler). 

(2 edits)

I entered the donut hole and started a new run. Deliveries feel somewhat better now, but I think there could still be some improvements. Right now tier 5 costs 2.5e9 when, currently, I can barely fulfill tier 4 and tier 4 give e9 payouts, which makes it feel unbalanced. There are a few routes you could take to improve this and some combination of them would probably be best.

One, you could increase tier up costs; they should probably cost at least one more magnitude to make it so delivery requirements aren't too high for what's possible to generate. Two, you could increase base donut stockpiling rate or reduce base delivery requirements, which accomplish essentially the same thing; if deliveries are easier, there's more incentive to use higher tiers since they feel impossible otherwise. Three, you could decrease costs for new donuts and weight increases to push donuts to higher production quicker and match those costs to needed generation and current tier payouts better. Four, you could decrease delivery payouts to prevent being able to afford a tier with unreasonable delivery requirements for the current point of progression.

With the right combination of those four, delivery payouts wouldn't out pace the max tier you can afford, and delivery requirements for the current max tier wouldn't out pace the amount of donuts that are reasonably possible to generate with the amount of money you can generate. Delivery requirements should still out pace it somewhat though, to give space for increasing capabilities with further upgrades at the start of a new tier and not make progression too quick.

Delivery payout scaling also needs to be able to keep pace properly within a given tier. If scaling kicks in too early and/or too aggressively, it would make affording tier ups and the necessary upgrades to keep pace in the next tier too slow. On the other hand, if scaling kicks in too late and/or not aggressively enough, the reverse is true; upgrades and tiers would come too quick. Currently, I think it kicks in too aggressively because payouts drop below $PS when underdog logistics kicks in while upgrades cost two or three magnitudes above $PS. After some of the above changes, it might be ok to leave as is, but if payouts get decreased, scaling definitely needs tuning.

If you balance it it right, shop progression would feel smoother overall and match how smooth progression feels before unlocking shop. Before shop, nothing felt like it needed idling, but at points in shop, it has.

That type of feedback is invaluable, and I've spent the last 3 hours tweaking values and play testing the whole phase, and I think I've come up with something that makes way more sense and plays much better with way less downtime. There is still a smidge of 'idle' time, but maybe a combined 10 minutes in what should be about a 90 minute run to get through the shop, and that's just waiting for massive delivery orders to finish to get huge money. basically remapped A LOT of costs across the board, increased delivery payouts in the middle tiers, decreased some shop costs and increased others. just played through the whole thing start to finish and it went quite well. new build is uploaded to Itch so perhaps if you make it to a 3rd play through, it should feel better (and obviously way faster with the buffs lol) 

(3 edits) (+1)

Donut amount and level up cost need decimal places in the mantissa of scientific notation; scientific notation is pretty unusable early game without that. Not far enough into the game to see if other amounts need the same treatment, but you should probably do a pass over everything

Thank you for the feedback, and you are totally right. This has been fixed. I'm working on the balance issues that came from changing the delivery tiers you mentioned in your other comment and then will get the new package uploaded. Deliveries are supposed to be fun and interactive, as well as one of the primary sources of income for the shop phase, and I was able to verify it could very easily become broken. 

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I love donuts!

I would love to have 1e928 donuts right now in my kitchen 

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😂same! i would like if you could share your game in my discord server because it's really cool! Discord server is in my creator profile!