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Idleplex

Game Categories:

Clicker, Idler

Game Platforms:

Flash

Version:

1.41

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Rating

17685 1392 3 66.67%
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66.67%
(26 votes)
33.33%
(13 votes)

Game Description

Build the world’s largest idle game mosaic... with goats.

Idleplex Screenshots

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Clicker, IdlerHarvest ingredients and brew elixirs. Sell them to research stronger and more expensive items. Level up to double your income rate.Are you the master alchemist, who discovers the philosopher’s stone?Click the items on the right side to sell them. Click the production units on the left side to buy a new one. Click a production unit in the middle section to speed up production.You can hold down shift or control for multi-buy:- default: x1- shift: x10- ctrl: x50- shift + ctrl: max with current money

Idle Loot Quest

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Clicker, IdlerIdle, v: to pass time doing nothing. Loot, n: spoils taken by pillaging. Quest, n: a pursuit made in order to obtain something. Idle Loot Quest, n: An epic pursuit to obtain spoils by passing time doing nothing!Embark on a journey through Suspicious Libraries, Illusory Plateaus, and Run-of-the-mill Toy Factories! Battle Gluttonous Hobgoblins, Break Dancing Merfolk, and Exothermic Algae! Find Loot in Frozen Satchels, Mocha Silos, and Rancid Phone Cases! Wield fearsome gear such as a Doomsday Anchovy, a Psychedelic Top Hat, and a Kiwi of Lunacy! Loot, Quest, Loot, Quest...your Fame shall be Renowned as the Fame of Renown!- Complete thousands of Quests as you continually find more powerful Gear!- 4 Skills to Train and boost your Questing Capabilities!- Hire Associates to aid you on your journey!- Collect Rare Loot such as Loot Keys, Treasure Piles, Whetstones, Potions, and more!- Increase your MetaFame and compete on the Leaderboards!- 40 Achievements - can you unlock them all and become a Master Idle Loot Quester?

Artist Idle

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Ayumilove Idle Story

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ClickerAyumilove Idle Story uses assets from the popular MMORPG Maple Story and applies them to a clicker style game. In addition to the normal "click to gather resources" style of gameplay, it applies a level system for the player's character, equipment, upgrades, and more.LevellingEach time the player kills (either by clicking or idling) a monster, they are rewarded with xp. This xp is applied to the character and used to increment the character's level, improving their attack strength and chance of hitting a higher level monster. Monsters can be upgraded at any time, but it is possible that if the player chooses a monster of a level well beyond their own, they may not be able to hit it. Higher monsters provide higher drops.EquipmentNew equipment can be bought at any time, though they must be equal to or below the player's current level for them to be used. The equipment can be upgraded at any time however (even right at the start of the game) proving that the player has enough pixels to purchase the upgrades. The upgrades are applied to the equipment the player currently has, and can improve things such as xp and pixels gained, accuracy, attack speed, and more.Purchasing and SellingThe game implements a system where pricing is randomly set within a range of the current market value of whatever is being purchased. This means that the player can choose to decline a price and reroll for a new price, either slightly higher or slightly lower than the current market value. Early game, prices can have a base value of 10 and a range of +/- 3 pixels, meaning that the player can get as low as 7 to buy the item. Late game, this variance increases.

Settlement

Settlement - Play Idle Game
Civ Builder, ClickerSettlement is the first game developed by S. J. Vellenga. It is an attempt to bring the classic RTS (Real-Time Strategy) genre into the clicking world by allowing players to control resource production through micro management, settlement management and expansion, trade, and eventually, combat.The game has since been abandoned to make way for a PHP based multiplayer version of the game, allowing for playing anywhere and player interaction including combat and trade. The original game is still available, but it will no longer be updated.DevelopmentDevelopment started in early 2014, with the first prototype being released around May of the same year. It was intended for early alpha testers only, and was received fairly well. After a fair amount of feedback, the game was overhauled, providing a new interface for players to interact with, and a better gaming experience. The previous split list system, providing a separated list of workers and buildings, was scrapped in favor of the new combined list system.The project was again overhauled several months later to provide yet another change in the way users interacted with the game. The combined list was adjusted yet again, allowing for buildings to be stacked. Buildings could then be upgraded from an earlier level to the next tier, saving both space and time searching for these upgrades. The trade system was introduced around this time, allowing for players to expand from their settlements and find new locations with richer resources and trade between them.MechanicsThe game revolves mostly around the production of resources. Early resources, such as logs, can then be processed further into planks, which can be used to produce more complex buildings. Some resources, such as coal, tin and copper, can be combined to create complex resources like bronze. As the game progresses, the list grows longer.Ages take a major role in determining the current place in the game. There are currently nine ages accessible, ranging from nomads to space age, though more are planned. Each age will unlock a number of new resources, workers, buildings, and more.Settlement locations provide a way of limiting the number of resources a player actively has access to. Some resources, such as food, stone, and logs, are available in every location (as they are vital to progression), while others, such as iron or uranium, are strictly limited by location. Furthermore, resources can have low or high production rates, giving the player the choice of taking a smaller deposit in favor of convenience.FutureThe future of the game is bright, with the developer actively working on new content and updates. It has been announced that new features including disease and disasters are on their way, and will be implemented as an optional gameplay element, meaning that each new game can be tailored to suit the experience of the player. Further additions, such as automated trade, a NG+ (new game plus) system, combat, and more, have also been announced, but a release window for these have not yet been published.

Incremental RPG

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Derivative Clicker

Derivative Clicker - Play Idle Game
Clicker, IdlerThis game takes the concept of buildings buying buildings and expands it to the extreme. It's a seemingly simple design that provides a lasting game experience with a detailed prestige system to enable it to be replayed.MechanicsSeveral mechanics are at play here, most notably the affect of buildings buying buildings. This system takes the first layer of buildings, referred to as "Tier 1", and allows them to be created automatically by the second, "Tier 2". These are in turn created automatically by the third "Tier 3" and so on. The first tier of buildings are the ones that actually affect the game, income per click, income per second, and tick time, where the higher tiers simply increase the number of the lower tiers owned at any one time.Upgrades can be bought to further improve the impact of these buildings, meaning more per second by a predefined amount. Other upgrades include the automation of clicks and the power of manual clicks.It should be noted that there are two resources: money and proofs. Proofs can be used to drastically improve income (by a much larger amount than money buildings) but take much longer to afford. Proofs can be considered more of a late-game addition to gameplay.Prestige is an important aspect of Derivative Clicker, and allows the player to start over with additional boosts to their starting game.External LinksChangelogRedditGithub