Too many IDELs
A downloadable game for Windows
The browser-based playable demo still has uncorrected errors; this is my first time working on an HTML project, and I’ve had to rewrite the code.
I recommend playing the game using the .exe file.
One idle game wasn't enough. So I made six and more in the future.
Too many IDLEs is an idle game about idle games. You start with a simple clicker, but as your numbers grow, you'll unlock entirely new mini-games, each with its own unique mechanics, currency, and upgrade paths.
The best part? Everything is connected. Use the resources from one game to power up the next, creating a massive, interconnected web of progression that never really ends.
The Mini-Games
CIR (The Classic Clicker)
Where it all begins. Click the circle to earn CIR. Upgrade your core, unlock passive income, and discover powerful mechanics like the Cubic Multiplier and the Triangle Laser.
CUA (The Track Runner)
Squares running endless laps. Upgrade their speed, increase your rewards per lap, and add more squares to the track. A perfect blend of visual satisfaction and steady progression.
TRI (The Boss Rush)
An auto-battler where geometry fights geometry. Unlock different shaped attackers (Circles, Squares, Triangles, and more) to deal DPS to an ever-scaling Boss. Build your kill streak to multiply your rewards!
HEX (Tower Defense)
Defend your central Hexagon from waves of incoming enemies. Upgrade your damage, range, and attack speed. Unlock devastating weapons like Orbital Circles, Double Shots, and a Precision Laser.
OCT (Plinko / Pachinko)
Drop octagons down a pegboard and watch them bounce into multiplier slots. Unlock simultaneous balls, slot boosters, and multipliers to turn a simple drop into a massive payout.
EST (Survival & Skill Tree)
Control a Star and survive against endless enemies. Earn EST to unlock a deep, branching Skill Tree. Specialize in Critical Hits, Attack Speed, or unlock the Dash ability to weave through danger.
Features
Deep Interconnectivity:Every game affects the others. Upgrades in CIR boost CUA, TRI attackers help HEX, and so on.
*Minimalist Aesthetic:Clean, geometric, and easy on the eyes. Includes both Light and Dark themes.
Massive Progression:From simple clicks to complex skill trees and tower defense strategies. There is always a new number to push higher.
Made in Python:Built from the ground up with Python and Tkinter because I love idle games and wanted to create the ultimate sandbox for them.
Feedback is always welcome! Let me know what you think in the comments, what features you'd like to see, or if you find any bugs.
| Updated | 4 days ago |
| Published | 13 days ago |
| Status | In development |
| Platforms | Windows |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | VicCAD |
| Tags | Abstract, Casual, Clicker, Idle, Incremental, Management, Minimalist, python, Singleplayer, Tower Defense |
| Average session | A few hours |
| Languages | English, Spanish; Castilian |
| Inputs | Mouse |
| Accessibility | Color-blind friendly, High-contrast |
| Content | No generative AI was used |
Download
Click download now to get access to the following files:
Development log
- 0.XV_Playable demo in the browser!6 days ago
- 0.XIV_EST update7 days ago
- 0.XIII_Performance boost + critical balancing9 days ago
- 0.XII_OCT Update10 days ago
- 0.XI_HEX Update11 days ago
- 0.X_Visual improvements, balancing, and more upgrades12 days ago
- 0.IX_English, Options and Error correction12 days ago









Comments
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The demo text obscures the first and second minigames
Okay, sorry, I didn't check it; thanks for the comment.😅
Please review circular collectionables (in cuadrados level). They start to make a mess over time, I suppose it happens because they have to despawn on the very same frame they are spawned.
Also english translation would be nice (I'm not even sure what language it is now, probably esperanto?)
Windows complains about .exe not having a signature, not that it was a game issue but I think you should know.
Game itself is addictive and nice, you did a good job!
P. S. Maybe consider a html build?
Hiiii! I love getting a great feedback. I’m aware of the issue with the circles in the square game, I’ve spent days on it and am a bit frustrated, but I’ll get it fixed. As for the language, I’m already focusing on English, that’ll be in the next update. It’s currently in Spanish, the only reason I haven’t updated it sooner is that I was dragging my feet a bit, but I’m on it now👍
I don't know how to program in HTML😅, I'm doing it in Python, which is the language I had to use during my degree and seemed simple enough for my first game.
No pressure here, just my little wish. Afterall, browsers do have issues with savefiles, which standalone apps are free of.
As for circles, I'd recommend reviewing spawning function. Probably add an extra check just for case when circle is spawned on top of square. And/or level redraw after switching to another tab, to make cleaning rocess easier.
P. S. I'm programming in lua myself, but nothing releaseworthy. If you would ever feel like you could use game logic advice, feel free to ask.
I'm building the game using Python's Tkinter libraries, and I can't convert it to the web without migrating the project to Pygame (which I don't like) or something else; what do you recommend?
Not sure how it works in python, but I'd try to make it a node.js and deploy it as a web version, while stadalone .exe build can be made from it via electron.
In lua I'm using defold, which allows to build exe or html versions natively, so I've never encountered such a problem.
Well, it's no big deal; that's a problem for the future.
Thank you very much for your time.😊