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ClickRaid

ClickRaid

by Slikey Games

★ 80%
Price $4.99
Avg Players 1
Reviews 295
Released Oct 20, 2017
ActionAdventureCasualClicker
Prestige loop
View on Steam ↗

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ClickRaid is a multiplayer clicker where you progressively expand your power through purchases and upgrades while competing alongside other players. The game emphasizes active engagement and community interaction, though it suffers from a slow early progression and sparse documentation. Best suited for players seeking social incremental gameplay who don't mind grinding through initial tedium.

About this game

Players, last 40 days

Peak 1 · Low 0

Daily peak concurrent players, sampled once a night from Steam.

What players are saying

▼ Not recommended 2437 hrs
Look at the amount of time/energy I have invested in this game...

Community is almost dead. The original developer has moved on to developing ClickRaid2. New developer has taken over and has decided that instead of fixing issues with the game that is best to totally change the gameplay mechanics. The newly proposed gameplay mechanics... Everyones progress will be reset monthly. That months progress will be added to a cumlative leaderboard that adds no benefit to your current run (therefore, a prestige is no longer a prestige). The game will no longer be an incremental game.

They are trying to get more users into the game through steam sales, but all these users will buy a game that is soon to change. I'd would highly recommend not buying this game.
183 found helpful Steam ↗
▲ Recommended 130 hrs

ClickRaid Review.



[table]
[tr]
[th]Pros:[/th]
[th]Cons:[/th]
[/tr]
[tr]
[td]Fantastic developers.[/td]
[td]Slow startup.[/td]
[/tr]
[tr]
[td]Welcoming community.[/td]
[td]Poor instructions.[/td]
[/tr]
[tr]
[td]Addictive gameplay.[/td]
[td]May feel repetitive.[/td]
[/tr]
[/table]

Gameplay


ClickRaid is a generic Clicker genre game. It features the option to purchase an extensive amount of heroes, seven different classes, and allows players to group together casually. However, even though it's a tradition Clicker, it's extremely difficult and time-consuming to establish yourself and learn the numerous mechanics properly.

Community


The community is absolutely fantastic. From offering assistance to newer players, notifying the developers of glitches, and most importantly, reporting hackers that try to taint the integrity of the game. I firmly believe that the community is a major factor in how enjoyable the game certainly has become.

Development


The primary developer, SlikeyTre, provides quality updates consistently. Furthermore, he's quite active in the community and dedicates a tremendous amount of time-effort to help individuals with any issues that may occur. In my personal opinion, I believe SlikeyTre is an amazing developer that deserves far more recognition for his contributions.

Mechanics


Although the mechanics are simplistic, it becomes outrageous frustrating when they don't provide adequate instructions regarding necessary information that's essential for the gameplay. Luckily, the community is very welcoming and will assist you with any questions you may have.

Summary


Overall, ClickRaid is an enjoyable game that will appeal to any fan of the Clicker genre. While multiple glitches still exist, in addition to the disappointing instructions, the incredibly inexpensive price of 1.99$ makes this a highly recommended game of my list.

Please beware that ClickRaid is currently in Early-Access and changes may occur.

General: 8/10

49 found helpful Steam ↗
▼ Not recommended 180 hrs
This game has a neat idea behind it with being class based and multiplayer, but the overall execution is abysmal.

First and foremost, the gameplay is incredibly shallow. The core gameplay loop quickly devolves into just mousing over tokens every now and then, and then clicking the prestige button every few minutes, while occasionally entering a captcha. It's a perfect balance of an incredibly low amount of interactivity that it grows dreadfully boring playing it as your sole focus, but requiring enough activity that playing it alongside of another game quickly becomes irritating as your progress immediately grinds to a halt the moment your autobuy falls off.

The primary draw of the game to me was the class system, however the classes do nothing but provide passive buffs to your group. There are no gameplay differences between them whatsoever. Ideally your group has a mix of one of every class, so it doesn't even matter what you pick, ultimately serving as a nuisance that bars you from who you can be grouping with and still progress optimally. Sure you can level up everything, but that's less optimal, and seemingly renders the actual choice behind your class as moot anyway.

The overall systems in the game make little sense as a whole, and reek of the developer just putting in random things as he goes along without any real vision for the game:

* Early on you rapid-fire unlock every single artifact, which then quickly become irrelevant as the costs ramp up exponentially while your boss soul growth hardly increases after you cap the priest buff out. The dev recently "rebalanced" it, but all he did was change the cost growth so you top out around 4x as high as previously before they become irrelevant.

* One of the artifacts, enemies respawn on death, literally makes you kill slower, so the dev just lets you toggle it off instead of actually making it worthwhile.

* There's a mechanic where you put in raid souls which reduce hero cost. You completely max this out at 90% a few hours into the game and half of the raid soul screen is then completely irrelevant.

* There's a talent tree, with a low respec cost, so the optimal solution had everybody putting everything into resource gathering and then respeccing for damage once they wanted to push a higher stage to unlock more talent points. So the dev added an ability to save two specs and toggle between them, re-enforcing this optimal one-way-to-play talent system. Oh, and then later on you max all the points in the talent tree and just start dumping them into an infinite point additive +100% damage bonus anyway so it's not like there was any real depth to talents regardless.

* There's a competition that happens every other day that you enter where growth of enemies is doubled, meaning you just top out at half of your highest potential stage (with some variance due to wallbosses). Everybody just enters competition and leaves once they stop instakilling so they get roughly 2x the boss soul gain, plus some bonus tokens at the end of the day based on how far they went in competition. This entire system has literally NO POINT to it, and you could accomplish the same thing by just making every other day give you 2x boss souls and handing out bonus tokens based on the regular highest stage, and it would end up being less tedious as you could stop having to enter/leave competition repeatedly.

* The dev one day just randomly added a lotto minigame that pays out hundreds of thousands of tokens. Ok then.

* The dev one day decided that he was going to remove seasons because people don't like them. Probably because they're terrible and completely make the game around replaying the beginning over and over every month, despite the game having no replay value to justify this. And then IMMEDIATELY 180'd and decided he was going to keep them because some people defended them. It's a huge game-defining feature, yet removing/keeping it is decided on a whim.

Furthermore, the developer appears to have no idea how any of the math in the game works together whatsoever. Or how math in general works, for that matter. As I mentioned earlier, boss souls quickly become irrelevant due to exponentially increasing costs, while the reward for them is linear, and the gain of them pretty much flatlines. The rebalance merely shifted the point in which they become irrelevant, instead of fixing the issue.

Gems are incredibly special.
* Spending them to start with heroes/xp accomplishes nothing. The entire beginning of a run very quickly has you instakilling as fast as the game allows and even maxing out the buff does not speed it up.
* Wallboss class XP caps out super fast, and instead of something logical like later Wallbosses giving more class XP and the gem buff being a multiplier, they all give a flat amount that's just added to it, and it caps way too low to have any significant impact, making it where tavern quests provide far away the vast majority of your class XP.
* Token gain is a linear bonus which makes it fantastic to start with but then costs more and more for the same bonus making it progressively worth less, and its benefit is largely counteracted with the rising token cost required to increase it as well. (The addition of the token cost was a change done on a whim as well, by the way.)
* Damage has the same issue, as the multiplier does not significantly increase it quickly becomes largely irrelevant as you'd need a weeks worth of gems just to double your damage from it. And it just gets worse and worse. Keep in mind like most incremental games, there's exponential growth in enemy health, and if you aren't at least doubling your damage, you aren't having an impact on your max stage whatsoever.

But the most amazing part of all is that the vast majority of gem gain is linear growth from +gems from a talent and the merchant class buff. It's completely nonsensical and further reinforces that prestiging the moment you stop instakilling is the only sensible way to play the game.

Class levels largely become irrelevant as the buffs either cap out (raid soul/boss soul gain) or keep steadily increasing linearly while the class XP required outpaces class XP gain off tavern quests. Leveling warrior from 100 to 200 will only double your damage despite taking forever. And then 400. Yeah...

After you effectively top out the rest of the progression mechanics, the only thing that matters is a mix of round table, RSE, and sticking raid souls into hero damage. This is because both round table and RSE provide exponential growth while only having linearly increasing costs, while hero damage is just a flat cost while functioning as a multiplier. But since your raid souls have a fixed gain rate, this just means you progress ever so slightly slower and slower, in an immensely unsatisfying way as your raid soul gain has nothing to do with how far of a max stage you can push. The problem is compounded by seasons, as getting rewarded 2x of your raid souls at the end of a season really just means your progress is tied to redoing the beginning of the game over and over for eternity. And your progress doesn't matter, so who cares!

I don't think the frequent updates are a good thing, either. Updates are pushed out clearly untested and broken on a regular basis, with little thought behind the actual changes. Awhile back the developer made bards scale to the number of people in the group, and bard ended up giving you a negative buff when solo. And he wanted to prevent people from stacking merchants as adding a really high +gem bonus was obscenely overpowered compared to anything else (wow who could have seen that coming?!) so he made merchant buffs average out. As in, 50+100=75. Absolute genius. And just a few days ago he pushed a build live that was screwed up and let people progress super high and needed rollbacks.

I do feel like there's potential for a good game here. But this isn't it.
31 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Runtime Branch Release 556.3

2475 days ago
Re-release of 556.3 on Steam "Runtime" branch. To access: Back up your save file Right Click "ClickRaid" and select "Properties" Select the "Beta" tab Enter beta code "ibackedupmysave" Select the "runtime" branch from the drop down This branch will host the new game updates until all further runtime issues have been identified and resolved. More stable then "daily" branch, but still some risk so please do actually back up your save before switching branches. Let us know what issues if any you find so we can integrated fixes asap and resume our normal updates asap.

Runtime Compatibility

2577 days ago
In the last update, we were force to upgrade the Runtime Engine on which ClickRaid is written. Behind the scenes, this is has been a long time coming, and we have been delaying as long as possible, as we have already identified that much of the initial code is written in a way which is incompatible with current runtimes. Unfortunately, a bug in the runtime being used prevents us from making any further changes to the game. We cannot even recompile on the old runtime with the old code! Thus we spent extra time attempting to ensure full compatibility with the new runtime, so that we can continue updating the game. However, when we released the latest update, we found for a small percentage of cases, game breaking compatibility issues remained. We have rolled back to previous build, and have worked with players individually to restore them. With this effort complete, we will now create and maintain a new App branch where we will publish future updates. Thus, any fixes or new features will be applied only to this branch, however, we also understand that this branch still contains some runtime incompatibilities, and we hope to leverage this to work through the remaining incompatible code so that we can get to the point where we can once again push a stable version to default App branch. Alternatively, there has also been some work begun on a Unity-based rewrite. There are a significant number of benefits of pursuing a Unity-based rewrite, namely community driven recreation or even complete changes to mechanics and balance. The maintenance team has worked closely with Slikey on this project, and gained support and blessing for taking it in a community-driven direction, mobile-first support, Steam/Discord/Kong integrations, etc. As with any such project, the trade off of pursuing it would be the continued slow down of work on the current version. We are quite interested in hearing your opinions on the matter, please comment so we can make informed decisions!

556.3 Patch Notes

2610 days ago
- Upgraded GML Runtime to Current - Refactored some unused code out - Pressing I will open up the inventory panel - Fixed cursor stage value overflowing

Posts come from Steam's official announcements feed.

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