Clickhold is an incremental tower defense game where you must defend your castle by clicking on enemies and building structures to improve your defense.

  • Your pathing strategy is the key to delaying the inevitable

  • Each defeat brings new ways to improve

  • Defeat stronger enemies as waves progress



Updated 2 days ago
Published 5 days ago
StatusIn development
PlatformsHTML5, Windows
Rating
Rated 3.8 out of 5 stars
(5 total ratings)
AuthorsCataclicktic Games, Säint, lazerth
GenreStrategy
TagsClicker, Godot, Incremental, Point & Click, Roguelite, Singleplayer, Tower Defense
LinksSteam
ContentNo generative AI was used

Download

Download
Clickhold-win 144 MB

Development log

Comments

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Really enjoying this, but I get heavy FPS drops starting around round 3 — looks

like a lot of other comments say the same. I had the browser console open and

there are three things in there that might explain it:

arpon_enemigo.gd:60 (_impactar, called from _physics_process) throws every

frame once a troop dies mid-flight:"Invalid type in function ...::_on_arpon_impacto_tropa. The Object-derived

class of argument 1 (previously freed)..."

An is_instance_valid() check before the emit (and making sure the harpoon is

freed on that path too) should stop it. In a web export each error prints a

full GDScript backtrace to the JS console, which is expensive — and it scales

with how many harpoon sharks are on screen, which fits the round-3 timing.

The [ArrastreVallas] debug print fires every frame while dragging a fence,

with the whole line array stringified. Hundreds of console.log calls per

second. Worth gating behind OS.is_debug_build().

captura_pantalla.gd:20 still has a hardcoded C:/Users/Santi/Pictures/Clickhold

path, so it errors out in the web build.

(1 edit) (+3)(-1)

super fun when it gets down to 1 fps...

Ouch, we are actively looking into this, this shouldn't happen and it is not acceptable, strangely it does not seem to happen in both our PCs so I'm going to try on an old laptop to optimize it more. Thank you very much for your feedback and sorry for the 1 FPS

(+2)

you need really optimize the waves, the third wave its very very laggy at some point and make so hard notice if you can survive

I'm sorry you were having issues, we optimized the game a bit in this new build so it should work a bit better, we are aiming to reduce performance issues for the final version. Thanks for your comment

(+2)

don't like having to rebuild every run, gets old pretty quick, maybe an ability to save layouts or at least have time to build something before they start attacking

Thanks for your feedback, we are probably going to add something like it for the final version

(+4)

I really like it, also I was doing it in browser and there wasn't any lag until the moment I got the elemental arrows upgrade, which immediately caused extreme lag, so maybe that ability needs some optimization to reduce lag

(+1)

Thanks for your input, we revamped the particles on the Elemental Arrows upgrade so this shouldn't happen anymore

(+1)

Works welll, but when you have reached a certain amount of updates, its an idle game, it needs some more end game balance i think. Overall very cool but needs more depth.

Thanks! We'll look into it. We are going to add a lot of more skills and nodes to the tree and see it we can generate some synergy that feels good

(1 edit) (+3)

love the game but get constant lag for like 5 seconds every couple seconds. tried the windows version but it lags too. guess my pc is either too old or theres some unoptimised code

Seems there was a problem with the windows version that used new Direct X things, switched to opengl on windows so it should work better. We did some changes to the performance ingame too. Thank you very much for your feedback

(+1)

Hey, I noticed your game because we used the same asset pack for our gamejam. I really enjoyed your game. I played it for like 3 hours and all the way to the end :D

This was my comp at the end:


I had some FPS issues starting at wave 5, which seemed to increase when all units were walking. When I placed a wall and all units started attacking the fps issues were not that bad.

I noticed that you can control the enemy units when you have a free way to your castle. When I wanted the enemy to stop and fight instead of moving forward I would place a wall for a short amount of time and afterwards delete it to get them to move forward instead.

I also really like your user interface. You did a way better job with the assets than I did.

Really nice game! :)

Thanks! I'm going to play your game and comment on it later!

(+1)

The last 2 Tower Damage II upgrades are a bit steep, and basically by the time you could even get them the game is done. Also there is no return to skill tree on the Victory screen, would be nice if I didn't need to start a new run then end it to get back.

Thanks for your feedback. We need to balance a lot of things yet, we'll add a return to skill tree on the Victory Screen!

(+1)

A good first look! :D 

Thanks for Playing!