Let players buy ten upgrades at once when each one costs more
In a clicker, every machine you build costs a bit more than the last, and players want a "buy as many as I can" button. A shortcut formula tells them they can afford one more than the shop will actually sell. This entry makes the button and the price shown agree to the last coin.
Why this works
A shop charges for real things, one at a time, in whole coins. A shortcut that adds up an ideal curve answers a different question than the till does. Pricing the button by walking through the same single prices that take the money means the label and the bill can never disagree.
When not to use it
Do not walk through prices one by one when the count is enormous, as in a late stage that buys millions at a time. There a clean approximation with a short correction is faster, and the player cannot tell a coin from the exact figure.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 29 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Let players buy ten upgrades at once when each one costs more" (read_entry idle-bulk-craft-cost-growth) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP