4.4 KiB
Idle Clicker
A themeable idle game inspired by Universal Paperclips. Make units by hand, sell them, automate production, buy upgrades. Runs in any browser (phone, tablet, desktop); progress is saved in cookies and can be exported/imported as a JSON or TXT file.
Zero runtime dependencies: a small Node server (http module only) plus a vanilla JS frontend (ES modules).
Run it
docker compose up -d --build # http://localhost:8080 (GAME_PORT=9000 to change the port)
The container is a single image running as the unprivileged node user, with a read-only filesystem, no capabilities and no-new-privileges.
Without Docker: npm start (Node 22+). Tests: npm test.
How the project is organised
server/ static file server + /api/themes and /api/locales (auto-discovery)
public/
index.html page skeleton (texts come from i18n via data-i18n attributes)
css/ base (tokens) · layout (responsive grid) · components
data/ GAME CONTENT, theme-independent: rules, generators, upgrades (ids + numbers)
locales/ core UI texts, one file per language (en, fr)
themes/<id>/ ONE FOLDER PER THEME
theme.json order + (later) image paths
theme.css colours/fonts, as CSS variables
locales/<lang>.json the theme's vocabulary: names of resources, generators, upgrades
js/
engine/ game rules, pure JS, no DOM (also used by the tests)
services/ cookies · storage · save import/export · i18n · formatting · data loading
ui/ DOM helpers · main view · settings dialog · toasts
main.js wires everything together
tests/ node:test suites (engine, save import/export, server, content completeness)
The key idea: mechanics are shared, themes are skins. public/data/ defines generators and upgrades by id (gen1, click_1, …) with their numbers; a theme only gives those ids a name, a colour palette and, later, images. Rebalancing the game is a change in public/data/, not in each theme.
Add a theme
- Copy
public/themes/paperclip/topublic/themes/<your-id>/(lowercase letters, digits, dashes). - Edit
theme.css(palette, font, radius),theme.json(order), and the texts inlocales/*.json. - Reload. The server discovers the folder; no code change and no rebuild list. (With Docker, rebuild the image or mount the folder.)
npm test fails if a theme misses a name for any resource, generator or upgrade, or lacks a language the game supports.
Add a language
- Copy
public/locales/en.jsontopublic/locales/<code>.jsonand translate it (setmeta.nameto the language's own name). - Add
public/themes/<id>/locales/<code>.jsonto every theme.
Missing keys fall back to English, then to the raw key. Strings accept {param} and {@other.key} (embeds another entry, which is how core texts use the theme's vocabulary, e.g. {@theme.res.material}).
Images
Every icon is currently a grey square. To use real images, put files in the theme folder and list them in its theme.json:
{ "order": 1, "assets": { "gen.gen1": "img/autoclipper.svg", "res.units": "img/clip.svg", "upg.click_1": "img/bender.svg" } }
Keys: res.units|funds|material, gen.<id>, upg.<id>. Anything not listed keeps the placeholder.
Saves
- Each theme has its own save slot, stored in cookies (
ic_save_<theme>_*, chunked and base64-encoded because a cookie holds ~4 KB), plus one preferences cookie (theme + language). - Save & settings exports the current theme's save as
.jsonor.txt(download or copy/paste) and imports either (file picker or pasted text). Imports are validated and sanitised: unknown ids are dropped, numbers clamped. - Progress continues while the game is closed: up to 8 h, at 50 % efficiency (
public/data/rules.json). - Cookies are sent with every request to the server. A save is under 2 KB and there is one per theme, so this stays far below header limits, but it is the reason to keep saves compact.
Tuning the game
Everything numeric is in public/data/: rules.json (market, marketing, offline, autosave), generators.json, upgrades.json. Customers want baseDemand × demandMultiplier units/s at the fair price and demand collapses above it, so: raise the price when supply is short, buy marketing/demand upgrades to sell more.