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6. Cake Clicker

A Simple 1 button progressive clicker game done in Unity.

I have never worked as part of a team when making games, so immediately this 2-person group task was challenging. Being able to communicate effectively and work collaboratively would be key. But this is something both me and my partner did well on. Our commutation was good having a detailed meeting on the first day of the Jam where we discussed ideas together but also got to know each other a bit, which I feel is important when working together to learn how each other work and think.

We both worked on a sub dev diary for this game which can be found here:


The game itself was decent, for a first 1-week game jam. I felt that the art was clean and professional looking for what it was, and the code behind it was solid, with no game-breaking bugs. Things we could do for next time is of course increase the complexity of the ideas and gameplay, but also adding sounds/music and animations.

Hindsight Review of Cake Clicker: (01/05/2023)

After now having much more experience and refreshing my mind with using unity and C#, looking over the code and methods I used to make this game I realise are quite inefficient and are much better ways of doing it.

Instead of using an IEnumerator to add points over time with a delay between clicks (which I would’ve done for this project now) I used Time.deltaTime to add clicks and a separate variable ‘Level’ to add more points depending on if upgrades are bought. I definitely would now just lower the delay in an IEnumerator as you buy each upgrade, and it will over time increase your idle clicks per second. Also, doing the code inside of this numerator instead of just using it as a timer, then exiting the function.

Looking over my variables as well, I think my name choices are ok and organisation is decent, I would now change the upgrade names though to something more specific to the upgrade instead of just upgrade 1, upgrade 2 etc, but also possibly trying to find a way around having to reference all the game objects.

Overall, even though my code choices and game design methods in unity wasn’t the greatest I’m still happy with the outcome of the game because it works to what it’s described as with minimal bugs in the code.

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