EvonX

Game creation guide

How to make an idle clicker game

An idle clicker starts with tapping for currency, then lets the player buy generators that earn currency every second without tapping. Each generator costs more than the last, usually by a fixed multiplier, so progress slows until a new tier or a prestige reset speeds it up again. To make one, you need a tap action, a generator list with cost and income values, a save system that pays offline earnings, and a prestige loop.

Idle clicker template made with EvonX: a factory in the middle of the screen with a list of producers to buy
A frame of the idle clicker template running in EvonX.

A prompt to build your first version

Copy it into EvonX, or send it from the box at the end of this page. Change the theme, the numbers and the twist to make it yours.

Create an idle clicker game where I tap a bakery to earn coins, buy ovens, bakers and delivery vans that earn coins every second, each upgrade costs more than the last, I get earnings for the time I was away, and I can prestige to restart with a permanent bonus.

Other directions to try:

  • An idle space mining clicker where drones and asteroid stations produce ore, with a prestige that moves me to a richer galaxy
  • A cozy idle cafe clicker with cats as staff and a daily bonus

How idle clicker games work

Idle games are built around numbers that grow. The art and theme matter, but the experience is shaped almost entirely by a handful of formulas.

  • Tapping starts the economy

    At the start, tapping is the only income. It gives the player something to do in the first minute and makes the first generator purchase feel earned.

  • Generators earn while you wait

    Each generator has a base cost and an income per second. Owning more of one multiplies its income. Soon generators out-earn tapping by a wide margin, and the game shifts from action to decisions.

  • Costs grow exponentially

    The usual formula is cost = base cost × growth rate ^ number owned, with growth around 1.07 to 1.15. Income grows linearly with the number owned, so each purchase gives less value than the last. That tension decides when to move to the next tier.

  • Offline earnings bring players back

    When the player returns, pay the income for the time away, usually capped at a number of hours and sometimes at reduced efficiency. Showing that amount on return is one of the strongest moments in the genre.

  • Prestige resets with a bonus

    Once progress slows, the player can reset everything in exchange for a permanent multiplier. The next run goes much faster, which turns a plateau into a fresh start.

Step by step: building an idle clicker

  1. 1. The tap

    One large target in the middle of the screen, a coin counter, and a small animation and sound on each tap.

  2. 2. The first generator

    Add one generator with a base cost, income per second and the cost formula. Tick income every second (or every frame, scaled by time).

  3. 3. A ladder of generators

    Add tiers where each costs roughly ten times the previous and earns several times more. Hide or lock tiers until the player can nearly afford them.

  4. 4. Big number formatting

    Numbers will pass the millions quickly. Format them as 1.2K, 3.4M, 5.6B and beyond, and use a number type that handles very large values if your engine needs it.

  5. 5. Saving and offline earnings

    Save every few seconds and on exit, including a timestamp. On load, compute the time away, apply your cap, and show a welcome-back screen with the amount earned.

  6. 6. Upgrades

    Add one-off upgrades that multiply a generator's output or the tap value. These give players a short-term goal between generator purchases.

  7. 7. Prestige

    Unlock prestige after a lifetime-earnings threshold. Reset coins and generators, grant a permanent multiplier based on lifetime earnings, and make the next run visibly faster.

  8. 8. Tune with a spreadsheet

    Plot time-to-next-purchase across a run. If any gap is far longer than the ones around it, players will hit a wall there. Adjust base costs or add an upgrade to bridge it.

Pacing an idle game

Idle games have no levels, so pacing is the time between meaningful purchases.

Pacing an idle game
StageWhat changes
First minutesA purchase every few seconds. The player should own several generators before they think about leaving.
First sessionPurchases slow to every minute or so; a new tier unlocks just as the previous one feels slow.
Return visitsOffline earnings buy a burst of upgrades, which is the reward for coming back.
Prestige pointThe first prestige should become attractive within a session or two, not days.

Build it with EvonX

  1. 1. Describe the game

    Paste the prompt above or write your own. Naming the genre is enough for EvonX to start from its idle clicker template.

  2. 2. Play the first version

    The game runs in a phone preview next to the chat, so you can play it as soon as it is built.

  3. 3. Change it in chat

    Ask for different levels, rules, art or difficulty and test each change straight away.

  4. 4. Publish a link

    Published games open in mobile and desktop browsers, on the free Starter plan too (with the EvonX badge). EvonX does not package games for the App Store or Google Play.

What the idle clicker template already includes

  • A central money-maker that pays coins on every tap
  • A ladder of producers with cost, cost growth, income rate and unlock threshold
  • Producers that unlock as lifetime coins grow
  • Offline earnings paid once on return, capped and at reduced efficiency
  • Prestige: reset the run for a permanent production multiplier
  • Autosave, a single portrait screen and tap controls

Ways to make it your own

  • Theme and what the player taps: a bakery, a mine, a spaceship
  • Number of generator tiers and their names
  • Cost growth rate and income per tier
  • Offline earnings cap and efficiency
  • Prestige threshold and multiplier
  • Upgrades, daily bonuses and achievements

Common problems and how to fix them

  • Progress hits a wall after a few minutes

    Check the time-to-next-purchase curve. Add an upgrade or lower the next tier's base cost where the gap jumps.

  • Numbers overflow or show in scientific notation

    Use a big-number format for display (K, M, B, T, then letter pairs) and a numeric type that can hold very large values.

  • Players lose progress

    Autosave on a short interval and whenever the page is hidden or closed, not only on manual save.

  • Prestige feels like a punishment

    Show the multiplier the player will get before they reset, and tune it so the next run reaches the previous peak noticeably faster.

FAQ

What is the difference between a clicker and an idle game?

A clicker rewards tapping; an idle game rewards waiting. Most modern games in the genre are both: tapping matters at the start, generators take over later.

What cost growth rate should I use?

Many idle games use a multiplier between about 1.07 and 1.15 per purchase. Lower values feel generous; higher values push players toward new tiers and prestige sooner.

Can I make an idle game without coding?

Yes. Describe the theme and generators to EvonX; it starts from the idle clicker template with tapping, producers, offline earnings and prestige already working, and you tune it in chat.

Do idle games need a server?

Not for a single-player game. Progress and offline earnings can be saved on the device; the EvonX template saves automatically.

Make your own idle clicker game

Start from the prompt, or describe something new. Building and playing in the preview are free.

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