Most awesome game ever!!! :D

http://candies.aniwey.net

:smile:

Hint: Do not eat the candies, nor throw in on the ground… just wait. New options will appear after certain number of candies reached, and it just goes from there.

I don’t like candies. :frowning:

Have you play it?

I dont get it … am I missing something here …whats the point?

That game is sick. :smile:
Lollipop farming?
Candy covered diamond swords, omg.

Well you could say this is how a game concept looks like if you take out the graphics.
Just goes to show a game can be fun, and have bad or no graphics at all! (aside from the ascii art of course)

Strangely kind of addictive! It goes to show you the ultra basics of a simple game mechanic like this.

a) Offer something that only becomes available after a delay
b) Allow user to go get that stuff whenever they want, once it’s available
c) Make sure it’s something rewarding e.g. candy, that fulfills a need
d) Make sure there is a period of waiting in between the item becoming available, which builds anticipation and expectation/intensity
e) Make sure to give accumulative feedback effect (how many candies eaten) to show your progress

Something like Plants vs Zombies springs to mind… plants gradually recharge and aren’t always available but then suddenly become available, and there is an urgent need to get them asap once available (ensuing zombie threat that enhances the intensity/need), anticipation is built as the player watches the plant recharge like a hawk and pleads for it to come sooner, it’s suddenly available and they plant it as quick as possible and then sit like a dog with tongue salivating waiting for the next morsel of liberation. It is the time spent DOING NOTHING while threats mount that increases the intensity and engagement!!! When stuff happens the intensity is dispersed and the player gets some temporary relief. But it’s not making stuff happen that makes the game intense or fun, it’s the WAITING! This might seem like the antithesis of approaches to gameplay but it is not what you do in a game that makes it addictive it’s the spaces inbetween!

Like rats in a wheel.

I’m almost inspired to start making a game based around this simple mechanic now. I guess tower defense is a pretty good example of where this is used a lot.

It’s awesome… it’s like an upgraded text adventure… but… with… CANDIES!

This game is what a REAL GAME is - distilled to its simpliest, most masterful simplicity.

It expands and introduce new gameplay element just when you thought you are getting comfortable/bored with it. It surprises and excite you, reward you with patience. It distills RPG/MMORPG grinding down to its simpliest form.

BTW, for those people who didn’t get the game and stop playing after 1 minute - there are QUESTS and CRAFTING !I wonder if it will eventually turn into FPS! :smile:

Hint: Do not eat the candies, nor throw in on the ground… just wait. New options will appear after certain number of candies reached, and it just goes from there.

Hint: Eat the candies, it will raise you max HP.

All real games have hacked saves!

Enjoy :smile:

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At first I thought it was a gag, then it turned out to be an actual game lol.

Wow this is epic, thanks for posting.

You really do have to wait a bit too long before the game ‘reveals’ itself, far too easy to eat or throw candies that you should be saving for more important things (at first). What I really liked was the surprise of how the game opened up, going far beyond the basic few lines of text on the first page.

Edit:
Having played this for a little while, my only criticism is that its too easy in the initial stage to dismiss it. The jump from accumulating 10 candies to ‘throw’ to the next next event and more importantly the one after is too long, which unless stated by people promoting the game (i.e just wait) means far too many will just not stick around long enough for the game to open up and begin to show its depth.

My second issue is that its just a bit too slow to play, and ends up requiring a long time. Obviously the idea is to simply leave it running in the background to accumulate ‘candies’, but I can’t help thinking it would be better if it was a bit faster. Of course I guess its playing on the ‘farming/grinding’ aspects of many games, but I don’t think you need to have it quite as slow as this to make the point.

Other than that i’m intrigued to see where the game goes, i’ve got a plan in mind for requiring x number of candies to purchase upgrades and other stuff, now i’m just waiting for the to accumulate :wink:

Agreed, I’ve kept it running in the background for a while and I’m spotting the need to leave it to auto farm lollipops for hours to get the last stuff from the sorceror’s hut. I do believe my lollipop income is maxed.

huh. never thought something so seemingly simple could keep me entertained for as long as it has… To any doubters, I have one one for you… wait.

As a parody of grinding mechanics it’s not very interesting, since it’s been done before and done far better. As a game, it makes me weep that some people genuinely seem to be praising the mechanical rigidity of its design.

It’s pretty much an updated version of ProgressQuest with some more current mechanics. Though, I do like the addition of ASCII art.

Love it! Just did my first quest :slight_smile: I almost tried those cheatcodes, but …not yet!

edit: okay some cheating; i do save and open it to new window :stuck_out_tongue:

Or just try one of my codes ;). You’ll receive lollipops at thousands a second.

boring, simplistic, and only entertaining for people without the slightest taste and who’ve never read about Pavlov’s dogs. the message of it is rather obvious from the first moment, there’s no deeper truth here nor any artistic breakthrough. It’s not even a technical innovation of some sort. I’m sure people could create better games with even less means.