Randomness in games is a very contensios issue - Richard Garfield has made whole lecures about it. Super quick synopsis: Multiple types of randomness: 1. Randomness effecting the starting posision 2. Randomness before you make a decision eg pick up a card at the start of your turn 3. Randomness after making a decision EG you decide to attack - now roll to see if you manage to hit. Generally 3 is not a great idea. This is board/card game related, but relates to computer games as well.
Nice. Thanks for sharing that. I think 3 can still be fun if it makes the decision that comes before more interesting. Maybe you can choose whether you want to deal 4 guaranteed damage or a random damage number between 2-7. Risk reward decisions like that can be quite cool. Where can I find that lecture? Sounds interesting.
@@JonasTyroller Not sure if this is the video that was originally mentioned, but ruclips.net/video/dwI5b-wRLic/видео.html has a similar idea, and has a bunch of sources in its description.
I've heard from GMTK and others that 1 & 2 are called input randomness, and 3 is output. Mark Brown & Adam Millard made good vids on that. Adam's distinction of controllable vs reactable is also useful For Jonas' example game, having the numbers where the random +5s happen pre-rolled & be the same for both players could mitigate the luck factor, while keeping the added excitement
1) Multiplayer: 0:26 a) Not always the best choice 1:03 b) Hides bad design 1:27 2) Feedback 2:23 3) Randomness 3:45 a) Not always good. Not to produce gambling addicts or break the balance 4:35 4) Progression 5:57
Number 1 is deceptive. It's not multiplayer that makes it fun, it's the implicit challenge of doing it quick enough. If you add this rule in singleplayer (playing against a bot, or a timer), it would also be more fun. And if you play with a friend, but somehow manage to stop yourself from making it a challenge, i.e, you just click 100 times, no race, no losers, no podium, like in singleplayer, then it will still be crappy.
1: EA thought this was the only way, God Of War proven them wrong as everything does. 2: Visual feedback, crisp responsive controls and sound design. All of this makes a game feel amazing. 3: Random crits are fair and balanced. Though in the Doom videos explaining mechanics and code he mentions how much randomness there is in the game. So yes it's the best in my opinion to add variety and see how things go.
I love your channel man. I am in a videogame school where i learn basis of making games (the basis of game design) and train a lot my art to be a game artist. I love game design and your videos teach me more everyday !
@@JonasTyroller A friend and me are making a game rigth now; a miami-like game. The challenge is to make a game in 1 month during our free time (so i let you guess we kinda rush it). If we manage to finish our game at the end of this month, we will put it on steam (thanks to your video about that) and i would like to give you a key ;p
if you accually add some progression, more points per tap upgrades and other clicker game things as well as some ranking system, I think the game will be cool!
Not sure if I can add Mechanics as #5, but something as simple as making combos where if you click 3 times at the same interval you get a bonus point or something is skill based, fair, and adds a lot of depth
A way to make this into a rage game: You and your friend are both clicking the button, and player one's goal is to make the thing go to 100, and player two's goal is to make it go to -100. Edit: If it's not clear, you are clicking the same button, fighting to change the number to the ideal goal.
ad. Randomness: The feels it induces are themself quite random, and can lead to undesired effects because humans cannot grasp probability very well. Take the original Tetris into account, the tetrominos were truly random and it can feel very frustrating if a matching part does not come up for quite some time. The newer versions ensure the pieces are equally distributed by shuffling the sequence of the tetrominos. So it's still random, but you're guaranteed to have one of each in a randomized manner, once all came up the sequence starts anew. In this clicker game you could balance it out by choosing a random number of buffs applied at random times. So the number of clicks is still equal for both players yet they get the good feeling of a buff.
@@JonasTyroller Im also making a game and i have to say, your videos are really energizing. Sometimes you just loose hope and your once rosy game idea starts seeming stale. Im really struggling with this. :-( hope ill finish the game this time around.
Here's a thought: Most game engines have a Color.Random functionality built in, but even if it doesn't you could also assign the R, G an B channels to Random(255). If you want more control, however, I would use a sort of LUT. Just create a bitmap image of the colors you want the algorithm to choose from, and then have the program choose a pixel at random from the image and extract the RGB value.
If you want to add juice/feedback to your game I suggest you watch "The Art of Screenshake" by Vlambeer (ruclips.net/video/AJdEqssNZ-U/видео.html) and/or "Juice it or Lose it" by Martin Jonasson & Petri Purho (ruclips.net/video/Fy0aCDmgnxg/видео.html)
@@AntiqueGear They don't shadow ban links to other YT videos as far as I know, only links that look like spam (when you post them a lot) or links that make people leave YT.
Thanks for the tips. they are really great! How can i make a similar sound effect like in 2nd tip? or is there a platform that i can download/buy from? I actually don't know how to search for that specific sound effect :)
A lot of the unpredictability in multiplayer games comes from the fact that other people can behave in unexpected ways. I agree that competitive multiplayer does not go well together with randomness!! Cooperative multiplayer games can benefit from randomness a lot more. Still a lot of comp multiplayer games still use randomness to give out rewards in between matches, which I think works quite well if executed correctly.
also randomness can be very small or very big, it doesn't have to be a huge thing at all, like for example in most Battle Royale games you only randomly find weapons and ammo etc. which makes the game very random to start with, but others like Rocket League almost only follow "logical" physics and don't have something like a random amount of force you hit the ball with, but still even rocket league has your starting positions be randomized (even if only a little), and you don't know which team (orange or blue) you will be on before the match starts
I really need to work on number 2. Making things juicy is something I'm struggling with. In Unity, what do you recommend to use for adding juiciness? Maybe you can make a video on different ways to add juice and be more specific about implementation as well :) Just a suggestion.
Good idea. I think I'll make a video like that sooner or later. Hard to give you any specific tips without knowing what you're working on. Particles, sound effects, instant feedback, screen shake, additional animations, there are a million things to work on...
@@JonasTyroller Awesome :) I think about stuff like making particle effects directional. Animating objects on impact (also directional), best use of screen shake. frame stop when hitting something.
What if I fake the multiplayer factor? What if I'm able to make it look like the player it's playing against another human? Do you think it would be obvious that he's not playing against another human?
It won't if you do it right. Create a name generator or just don't show names and check for internet access. Some games let you still play if you disconnect the router but you still have signal on your pc, so check for that.
@@anakay1184 Yeah, I was thinking about a name generator plus a "queue wait time" but fast, I gfuess nobody would find it out yet, it would be boring if it was a must to check internet, UNLESS, there is a single player available.. mhhhh well.. mhhh I'll try ;-)
Excellent video, but I do not agree on one point, that local multiplayer games aren’t demanded. I think there are not enough local multiplayer games on PC, and the one that are already there are complicated to set up with the controllers and all, so to me, a easy to set up local multiplayer game would be great to have, and would maybe attract more players.
I think a lot of people would like to play more local multiplayer games, but when it comes to buying or downloading one the issue is that you need somebody to play with. when browsing steam for a cool game, how often does it happen that you have a buddy right next to you? Sure, maybe you download it in advance, but that eliminates impulse purchase from the equation. And let's not forget that you often need 2 gamepads to play them properly with limits your potential audience even further. People want them but not a lot of people buy them. Please note that all of that is speculation. I have no data on this. You might be right. Maybe the demand is a lot bigger than I think...
I think that we as developpers should try to push the markets towards these local multiplayer games, and make them more accessible and easy to use. Local multiplayer games that you can play directly in your browser do that well, you just open the webpage and start playing, without any downlaods. But I think we all agree that browser games don’t have the good quality people want. So another option would be to have AI + local multiplayer in your game, like Super Smash Bros and Towerfall Ascencion, so that you can have fun alone, and with friends. And yeah, I agree, people want these games but not a lot of them buy them. To me, a good and very polished local multiplayer game would be highly successful nowadays. So let’s just do our jobs and create one :)
@@oskarzanota7116 That's the attitude. Maybe we can find a way to make it work. Having both a good singleplayer as well as a good multiplayer mode would certainly be a very nice start.
@@JonasTyroller i personally find way too many local only multiplayer games that i would really enjoy, but i don't have any local friends that play video games, and when looking at those games forums many many people have the same problems, but of course as a game dev standpoint i can totally understand why so many don't have online multiplayer even if it would totally fit the game
@@NinjarioPicmin Yeah, that's what I mean. I don't have anybody to play with locally either. Way easier online!!! The way to go is probably to have both online as well as local multiplayer. That would solve a lot of problems.
Like and subscription for ZAtisfying accent! 👍
Zorry. I'll work on it. :p
@@JonasTyroller no, I mean I really liked it. I have an accent too. Russian accent :D
@@valentinbiktairov5256 I see. Thank you. :)
Me and my friend also like ZAccent a lot! 👍👍👍
Don't work on it please.
If everyone in the world had the same accent that would be boring.
The subtitles thought it was German (no offence)
1:50 [insert Fallout 76 joke]
lol
Fallout 76 good game. Hahaha. I love that joke...
:D
And there is some randomness too!! Though, the feedback is not very satisfying...
Well, is it still fun?
Randomness in games is a very contensios issue - Richard Garfield has made whole lecures about it. Super quick synopsis:
Multiple types of randomness:
1. Randomness effecting the starting posision
2. Randomness before you make a decision eg pick up a card at the start of your turn
3. Randomness after making a decision EG you decide to attack - now roll to see if you manage to hit.
Generally 3 is not a great idea.
This is board/card game related, but relates to computer games as well.
Nice. Thanks for sharing that. I think 3 can still be fun if it makes the decision that comes before more interesting. Maybe you can choose whether you want to deal 4 guaranteed damage or a random damage number between 2-7. Risk reward decisions like that can be quite cool. Where can I find that lecture? Sounds interesting.
yeees I remember that lecture from magic cruise years ago
RANDOM CRITSSS :((
@@JonasTyroller Not sure if this is the video that was originally mentioned, but ruclips.net/video/dwI5b-wRLic/видео.html has a similar idea, and has a bunch of sources in its description.
I've heard from GMTK and others that 1 & 2 are called input randomness, and 3 is output. Mark Brown & Adam Millard made good vids on that. Adam's distinction of controllable vs reactable is also useful
For Jonas' example game, having the numbers where the random +5s happen pre-rolled & be the same for both players could mitigate the luck factor, while keeping the added excitement
1) Multiplayer: 0:26
a) Not always the best choice 1:03
b) Hides bad design 1:27
2) Feedback 2:23
3) Randomness 3:45
a) Not always good. Not to produce gambling addicts or break the balance 4:35
4) Progression 5:57
Thank you
You're my favorite German RUclipsr.
...who doesn't make German videos anymore. :P
He's the only german youtuber I watch....
@@maoitsme0 Therefore your favourite :D
@@Isomoar makes sense
Jonas Tyroller you are german!? 😨
I really wish the player on the left would win at least one round :(
"Our job is definitely not to produce gambling addicts"
-
-
-
-
*Mobile game companies left the chat*
I laughed so hard at this! LOL
Zynga left the first dislike on this video.
You need 50 more gems to reply this comment. Go to the marketplace to buy gems.
Unfortunately, according to our new minor update, the cost is now 200 gems.
We have been losing money recently so to reply it is now 500 gems
Jonas: "These techniques"
Mellenialls: "get the frick out of here"
Jonas "these hacks"
Mellenialls: "shoot fella, that's all you had to say"
Hehe. You made me giggle. Thanks. :D
@@JonasTyroller your welcome. I am a bit of a memester if I say so myself 😏😎
We live in a society...
its millennials you twat
Very interesting video!
Wowie! Very honored to see your here. Big fan of your content and Equinox.
"Pretty much every game is more fun if you play it with a friend" I found the extrovert
Damn, the player on the right was so much better at clicking the button
0:20 ALOT VERSE! Nice video :)
dude, you're smashing these vids . awesome
A good way to implement number 4 might be to extend the cap to 500 and change the color of the square every 100, so you have a milestone of progress.
Number 1 is deceptive. It's not multiplayer that makes it fun, it's the implicit challenge of doing it quick enough. If you add this rule in singleplayer (playing against a bot, or a timer), it would also be more fun. And if you play with a friend, but somehow manage to stop yourself from making it a challenge, i.e, you just click 100 times, no race, no losers, no podium, like in singleplayer, then it will still be crappy.
1: EA thought this was the only way, God Of War proven them wrong as everything does.
2: Visual feedback, crisp responsive controls and sound design. All of this makes a game feel amazing.
3: Random crits are fair and balanced.
Though in the Doom videos explaining mechanics and code he mentions how much randomness there is in the game. So yes it's the best in my opinion to add variety and see how things go.
i looked at 3 and i instantly got flashbacks to getting a crocket in the face when i have full uber
neat suggestions again! I think i love these short videos more. I use them as snack for my breaks.
Man usually we find cool tips round here but what this dude shares is GOLD
That effect where smaller squares pop off and move into a circle at the end is super cool. How'd you do it?
I love your channel man. I am in a videogame school where i learn basis of making games (the basis of game design) and train a lot my art to be a game artist.
I love game design and your videos teach me more everyday !
Glad to hear that! Thank you. :)
@@JonasTyroller A friend and me are making a game rigth now; a miami-like game. The challenge is to make a game in 1 month during our free time (so i let you guess we kinda rush it). If we manage to finish our game at the end of this month, we will put it on steam (thanks to your video about that) and i would like to give you a key ;p
@@leogosselet9419 Awesome. Definitely do so. :)
these are actually to the point. Thanks subbed :)
Welcome on board. :)
Nice! Very helpful and insightful for indie devs.
if you accually add some progression, more points per tap upgrades and other clicker game things as well as some ranking system, I think the game will be cool!
Yeah, I agree. A progression system would add a lot to the addictiveness of this game. :D
NUMBER GOES UP! HAPPY FEELS GO ZOOOM!
Good tips and examples. Thankz a lot!
Sure. Trying to help to the best of my capability. Glad you found it useful. :)
No! I don’t want to make my game “vorse”!
(Btw, I’m not making fun of your accent- I actually really love it! ❤️)
So after Will You Snail you'll work on the press the button 100 times trilogy?
Yes, actually I think I won't finish my current game project, because I really want to start working on 100B right now.
@@JonasTyroller Pls add lootboxes :D
@@wreckingdan4157 but instead we'll call them "loot blocks" it's genius, we'll make millions. 😂
@@invadercivic2774 Hell yes. And you need to click 100 times to open them.
Jonas Tyroller I love the sequel
Not sure if I can add Mechanics as #5, but something as simple as making combos where if you click 3 times at the same interval you get a bonus point or something is skill based, fair, and adds a lot of depth
yup, and completely LOADING up that combo with juice also makes it feel so much more fun and rewarding
No one:
Jonas: z e t e s f i n g
4. A sense of pride and accomplishment
Excellent video, Jonas!
Thanks. :)
love your channel brother congrats on islanders! channels up there with the best of them and would love to work with you one day!
great video ! , by the way which game was it -> the one with two players (platformer) ?
Great video. I learned a lot from it. Thank you.
You've made fantastic progress in your English since then, dude )
I don't even make games for a reason, I just make stuff to screw around with my friends.
Really good tips! :)
Trying my best. Thank you. :)
A way to make this into a rage game: You and your friend are both clicking the button, and player one's goal is to make the thing go to 100, and player two's goal is to make it go to -100.
Edit: If it's not clear, you are clicking the same button, fighting to change the number to the ideal goal.
Great video. Love your channel!
Wait.. Why am I not subscribed yet?
Okay, now I am👍
I think the 5 point random chance would be more likely if you're behind and much less if you're ahead to make it more fair
1:02 take notes EA
I want to know how you did the particle effect. Can you publish the code for the example?
ad. Randomness: The feels it induces are themself quite random, and can lead to undesired effects because humans cannot grasp probability very well. Take the original Tetris into account, the tetrominos were truly random and it can feel very frustrating if a matching part does not come up for quite some time. The newer versions ensure the pieces are equally distributed by shuffling the sequence of the tetrominos. So it's still random, but you're guaranteed to have one of each in a randomized manner, once all came up the sequence starts anew.
In this clicker game you could balance it out by choosing a random number of buffs applied at random times. So the number of clicks is still equal for both players yet they get the good feeling of a buff.
ziss is zatisying Jonas :-) Love your videos
Zank you. :)
@@JonasTyroller Im also making a game and i have to say, your videos are really energizing. Sometimes you just loose hope and your once rosy game idea starts seeming stale. Im really struggling with this. :-( hope ill finish the game this time around.
@@BarakaGameDev Yes, finish it! I wish you the best of luck! :)
@@JonasTyroller Good luck to your project will you snail. Already wishlisted
@@BarakaGameDev Very cool. Thanks. :)
Hey Jonas, could you do a tutorial on randomising of colors? I'd love to see that!
Here's a thought:
Most game engines have a Color.Random functionality built in, but even if it doesn't you could also assign the R, G an B channels to Random(255).
If you want more control, however, I would use a sort of LUT. Just create a bitmap image of the colors you want the algorithm to choose from, and then have the program choose a pixel at random from the image and extract the RGB value.
I like your videos, man. Not referring to just this one.
When your game is bad, use unitys particle system.
Awesome tips man
Thank you. Appreciate it. Glad if you found it useful.
Oh i saw you on tiktok so you're also game maker nice..
Im kinda too.
I told you on tiktok, you're a star
Oh, really? Never thought anybody would see the 2 random Tiktoks I uploaded. Lol.
@@JonasTyroller maybe i got you mistaken by someone else.. yet.. all cool
really nice tips...
Thank YOU!!!!!!!!!
Danke!
Why did the right player win every time?
I would also add Self-Expression. I hear people pass on games because you can not play a character of your own design.
Very informative, Thank you so much... Just for more "HACKS" you can check this awesome talk by Hirokazu Yasuhara on how to make a game "fun"
Oh sweet. Thanks for the tip.
@@JonasTyroller You're welcome
I can acctually see how you turned this boring practically cps game into a game that when i look at i want to play and for that you deserve the sub
yay i want to make a zuper addicting game!
4. Ray Tracing.
Just add it :-)
Sounds more like a graphics hack. :D
@@JonasTyroller It's a marketing hack ;-)
But you need Unreal Engine 4.22 for that. Unity will get it at the end on 2019 :-)
'Randomness can be very frustrating'....
Tf2: well f*** this we will have random one shot crits
If you want to add juice/feedback to your game I suggest you watch "The Art of Screenshake" by Vlambeer (ruclips.net/video/AJdEqssNZ-U/видео.html) and/or "Juice it or Lose it" by Martin Jonasson & Petri Purho (ruclips.net/video/Fy0aCDmgnxg/видео.html)
Nice. Thanks for the suggestions. Bonus points if you post links next time. :)
@@JonasTyroller No problem! I'm pretty sure RUclips shadow bans people if they post links tho. (Unless you uploaded the video of course)
@@AntiqueGear They don't shadow ban links to other YT videos as far as I know, only links that look like spam (when you post them a lot) or links that make people leave YT.
The art of screen shake is one of my favourite videos, I highly recommend watching it, here's the link : ruclips.net/video/AJdEqssNZ-U/видео.html
@@JonasTyroller Oh, okay. I will edit the first comment to have links lol
thankz
1 infinite health hack
2 x-ray hack
3 fly hack
Multiplayer, feedback, and randomness, huh? So THAT'S why Mario Kart is so exciting!
Is that a sound dampening blanket behind you by chance?
Thank you for the video
You're welcome. Thanks for your comment.
Me! I want more local multiplayer! Having everyone bring their PC to a sleepover is a pain in the ass!
When is Jonas’s clicker game coming out on the Ps5?
“Multiplayer”
Me, a solo player: **Judges**
(Jk)
What a PRO click click click and fun game xD
Thanks for the tips. they are really great! How can i make a similar sound effect like in 2nd tip? or is there a platform that i can download/buy from? I actually don't know how to search for that specific sound effect :)
I think I made those sounds using bfxr 8-bit sound generator which is a free website. :)
@@JonasTyroller Thanks a lot :)
Well I guess u should use engaging not addicting by the way good video it helped me a lot
And if u are still reading this
U have been rick rolled
Wow der deutsche Akzent :D Ist seitdem echt besser geworden :)
I found it really hard to considder randomness a funfactor especially in a multiplayer game
A lot of the unpredictability in multiplayer games comes from the fact that other people can behave in unexpected ways. I agree that competitive multiplayer does not go well together with randomness!! Cooperative multiplayer games can benefit from randomness a lot more. Still a lot of comp multiplayer games still use randomness to give out rewards in between matches, which I think works quite well if executed correctly.
also randomness can be very small or very big, it doesn't have to be a huge thing at all, like for example in most Battle Royale games you only randomly find weapons and ammo etc. which makes the game very random to start with, but others like Rocket League almost only follow "logical" physics and don't have something like a random amount of force you hit the ball with, but still even rocket league has your starting positions be randomized (even if only a little), and you don't know which team (orange or blue) you will be on before the match starts
I really need to work on number 2. Making things juicy is something I'm struggling with. In Unity, what do you recommend to use for adding juiciness? Maybe you can make a video on different ways to add juice and be more specific about implementation as well :) Just a suggestion.
Good idea. I think I'll make a video like that sooner or later. Hard to give you any specific tips without knowing what you're working on. Particles, sound effects, instant feedback, screen shake, additional animations, there are a million things to work on...
@@JonasTyroller Awesome :) I think about stuff like making particle effects directional. Animating objects on impact (also directional), best use of screen shake. frame stop when hitting something.
@@NiclasGleesborg0 Sounds good. :)
honestly the 4th technique is the only one i care about in games
Theme/Meta game > mechanics. Great video!
Thanks. Not quite sure what you mean, though. :D
So, you basically described Hearthstone.
what is the font you are using (i mean the one in the middle that counts from 1 to 100
Ehhhh... No idea. It seemed fitting so I took it. :D
I would so play this game for a few minutes with a friend
What if I fake the multiplayer factor?
What if I'm able to make it look like the player it's playing against another human?
Do you think it would be obvious that he's not playing against another human?
It won't if you do it right. Create a name generator or just don't show names and check for internet access. Some games let you still play if you disconnect the router but you still have signal on your pc, so check for that.
@@anakay1184 Yeah, I was thinking about a name generator plus a "queue wait time" but fast, I gfuess nobody would find it out yet, it would be boring if it was a must to check internet, UNLESS, there is a single player available.. mhhhh well.. mhhh I'll try ;-)
Your accent makes everything you say sound manly and intimidating. "I shall create zë indie game in zë name of zë zird rëich!"
Oh no, sorry about that. xD
Oh no, sorry about that. xD
Jonas Tyroller NO don't be sorry I love your accent
I believe you forgot “adding bloom”
What wrong with my game being a lot verse?
3:53 randomness can be good but take tf2 as an example. everybody hates random crits
101 Clicks DLC, when?
With great randomness comes great responsibility.
"There are even more ways \m/ \m/"
Yes
Excellent video, but I do not agree on one point, that local multiplayer games aren’t demanded. I think there are not enough local multiplayer games on PC, and the one that are already there are complicated to set up with the controllers and all, so to me, a easy to set up local multiplayer game would be great to have, and would maybe attract more players.
I think a lot of people would like to play more local multiplayer games, but when it comes to buying or downloading one the issue is that you need somebody to play with. when browsing steam for a cool game, how often does it happen that you have a buddy right next to you? Sure, maybe you download it in advance, but that eliminates impulse purchase from the equation. And let's not forget that you often need 2 gamepads to play them properly with limits your potential audience even further. People want them but not a lot of people buy them. Please note that all of that is speculation. I have no data on this. You might be right. Maybe the demand is a lot bigger than I think...
I think that we as developpers should try to push the markets towards these local multiplayer games, and make them more accessible and easy to use. Local multiplayer games that you can play directly in your browser do that well, you just open the webpage and start playing, without any downlaods. But I think we all agree that browser games don’t have the good quality people want. So another option would be to have AI + local multiplayer in your game, like Super Smash Bros and Towerfall Ascencion, so that you can have fun alone, and with friends. And yeah, I agree, people want these games but not a lot of them buy them. To me, a good and very polished local multiplayer game would be highly successful nowadays. So let’s just do our jobs and create one :)
@@oskarzanota7116 That's the attitude. Maybe we can find a way to make it work. Having both a good singleplayer as well as a good multiplayer mode would certainly be a very nice start.
@@JonasTyroller i personally find way too many local only multiplayer games that i would really enjoy, but i don't have any local friends that play video games, and when looking at those games forums many many people have the same problems, but of course as a game dev standpoint i can totally understand why so many don't have online multiplayer even if it would totally fit the game
@@NinjarioPicmin Yeah, that's what I mean. I don't have anybody to play with locally either. Way easier online!!! The way to go is probably to have both online as well as local multiplayer. That would solve a lot of problems.
me: Jonas Tyroller how many people do you meet in a day?
Jonas: The Zzame amount of people everyday.😂😅
In ue4 was online multiplayer is actually easy to make
Download for the clicker game?
How to dopamine release
what's with Jonas and clicker games?
Jonas
What pc specs
Do u have
4. Explosions
Tip 4 Give the players a chance to win a seizre. 😂
ZATISFACTION
2:00
Yep i am looking for a single player game do you now why i have no friends to play :(
Calling multiplayer a hack is pretty ballsy 😅
Zignificantly more zatizfying zo play.