Spawn a fixed number of sparkles per second even when the income is enormous
One particle per click or per coin works until an upgrade makes it a thousand per second and the phone starts to crawl. Capping the number is the obvious step, but it hides how strong the player has become, and it loses the fractions that small rates need. Here is a spawn rule that does both jobs.
Why this works
Players read a crowd of sparkles as power, not as an exact count. Showing fewer but heavier sparkles keeps that feeling while the cost stays flat, and keeping the leftover fraction means slow rates still get their sparkles.
When not to use it
Do not merge events when each one matters on its own, such as a rare find or a critical hit the player wants to see. Give those their own effect and use the stand-in sparkles only for the steady flow.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 20 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 "Spawn a fixed number of sparkles per second even when the income is enormous" (read_entry idle-click-particles-that-stand-for-many-clicks) 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