

To explain this properly, however, it’s necessary to back up a bit and explain some idle-game basics-Īt first there’s just your hero, doing a set amount of damage per click. The first major issue is it’s progresson. There are two primary things wrong with Sakura Clicker’s basic structure that prevents it from having any long-term staying power, and a few other, lesser issues as well.

That’s not how any game is supposed to work, and it’s a problem that even giant-boobed anime girls can’t quite overcome. Whether you pay attention to its systems or just bang away all day long, you’ll perform roughly the same in the long run. Sakura Clicker, on the other hand, is merely about patience. Games like Clicker Heroes understand this and tune the experience around relentlessly rewarding players who take the time to figure out what the numbers mean. They’re actually skinner boxes tuned to numbers, eventually turning into equation maximization games once you get familiar with the underlying systems. Idle games are not, as they may first appear, complete skinner boxes.
