ClickRaid
5 😀     3 😒
56,05%

Rating

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$4.99

ClickRaid Reviews

A Multi-player incremental clicker game.
App ID658160
App TypeGAME
Developers
Publishers Slikey Games
Categories Single-player, Steam Achievements, Steam Cloud, Multi-player, PvP, Online PvP, Co-op, Online Co-op, Cross-Platform Multiplayer, Steam Trading Cards, Stats
Genres Casual, Indie, Action, Adventure
Release Date20 Oct, 2017
Platforms Windows, Linux
Supported Languages English

ClickRaid
8 Total Reviews
5 Positive Reviews
3 Negative Reviews
Mixed Score

ClickRaid has garnered a total of 8 reviews, with 5 positive reviews and 3 negative reviews, resulting in a ‘Mixed’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for ClickRaid over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 181184 minutes
I have tried and still play many clicker/idle/incremental games, but there are a limited few that will grab your attention and have come back to play day after day like ClickRaid does. The dev is constantly working on new material, balancing old material and fixing bugs. Every month has an optional new season that only last a few weeks, that contains different mechanics than the non-season. Every earned in the season then gets transferred to the non-season much like Blizzards Diablo 3 seasons. The game has a supportive nontoxic player base, so tell all your internet nerd friends to join a guild and start playing ClickRaid today!
👍 : 9 | 😃 : 0
Positive
Playtime: 491 minutes
I tried to get into the gameplay but the amount of data and the terrible UI just isn't for me.
👍 : 5 | 😃 : 0
Negative
Playtime: 273 minutes
I appreciate incremental games, but ClickRaid is not well made. Other games tend to have some interesting mechanics or developments to keep you on board - something to unlock that will be fun and exciting. ClickRaid's upgrade path tends to be very plodding and predictable. The graphics are crude and simple, not in a charming way. I appreciate the tracked (or tracked-sounding) music, but it will become tiresome eventually, and the other sound effects become grating immediately. The interface is one of the worst I have ever seen. Although the game is multiplayer, that multiplayer aspect doesn't translate into any interesting game mechanics beyond a leaderboard.
👍 : 15 | 😃 : 0
Negative
Playtime: 3924 minutes
This game used to be so great, from the other reviews I've seen it seems the game is kind of dead, which is a shame, had a lot of fun talking to all of the people even if i haven't played since 2019, hoping there's plans to make this game come back some time in the future because i'd love to get back into it
👍 : 4 | 😃 : 0
Positive
Playtime: 413716 minutes
I was going to write like a three page essay on this game and why you should get this, but I'll just do a quick list: 1. Developer is extremely easily accessible and is active in the community, which is a huge turn on for me. 2. Community in general is pretty vibrant and broad and extremely helpful and sometimes knowledgable about the game. 3. Game is extremely well defined and does what it says it does in the description. 4. When you get friends involved, game is extremely fun to play with together with friends. 5. Overall game mechanics are fairly well flushed out and developed, with lots of input from the community. 6. You get your money's worth, as you can tell by the number of hours I have played (60% of which are AFK hours, 40% of which are active hours). There are more pros, but they would just get more and more detailed and I think that should be more than enough to help you decide if you want the game or not. There are a few issues currently that I do need to address, though: 1. Graphics are an acquired taste. They aren't overly detailed and are more like pixel art. If you like this type of thing, this isn't a con for you. 2. Game tends to run the computer fan overly much, even though it doesn't use much processing power. 3. Community, while still present, is smaller than it used to be. 4. Game HUD/GUI, and some game mechanics are either poorly explained or explanations for them are not given, and there is no tutorial. This is currently being worked on! Again, not a con once the video tutorial is finished. There are a number of DLC for this game, all of which supports a SOLO indie game developer, and several of them adds new game mechanics and/or various other things to the base game, some of which are kind of required in order to compete with the top players in this game. This is neither a pro nor a con since it could be considered a pro for some and a con for others. There are many, many more pros than cons for this game right now, even though it looks about even here, because I didn't list many of the smaller pros of this game. Overall, I would say this game is definitely worth picking up, even at full price, because the developer is extremely active and supportive and because the community is so helpful and kind towards new players, and because there are going to be more updates for this game soon.
👍 : 16 | 😃 : 2
Positive
Playtime: 27 minutes
This game has very little going for it. You just get thrown into the content on a server where everyone is already high level farming, you're not given any instruction on how to play the game at all. Normally someone could deal with this and try to figure out whats going on but the terribly cluttered and counterintuitive UI basically prevents any understanding of how the game plays. I think if even the slightest tutorial was given to help new players figure out whats going on, and the UI was decluttered a little, then this game would be a lot better. It seems like the mechanics are really cool and solid, and I like the art a lot. Its just impossible for a new player to start.
👍 : 5 | 😃 : 0
Negative
Playtime: 10869 minutes
This game has a neat idea behind it with being class based and multiplayer, but the overall execution is abysmal. First and foremost, the gameplay is incredibly shallow. The core gameplay loop quickly devolves into just mousing over tokens every now and then, and then clicking the prestige button every few minutes, while occasionally entering a captcha. It's a perfect balance of an incredibly low amount of interactivity that it grows dreadfully boring playing it as your sole focus, but requiring enough activity that playing it alongside of another game quickly becomes irritating as your progress immediately grinds to a halt the moment your autobuy falls off. The primary draw of the game to me was the class system, however the classes do nothing but provide passive buffs to your group. There are no gameplay differences between them whatsoever. Ideally your group has a mix of one of every class, so it doesn't even matter what you pick, ultimately serving as a nuisance that bars you from who you can be grouping with and still progress optimally. Sure you can level up everything, but that's less optimal, and seemingly renders the actual choice behind your class as moot anyway. The overall systems in the game make little sense as a whole, and reek of the developer just putting in random things as he goes along without any real vision for the game: * Early on you rapid-fire unlock every single artifact, which then quickly become irrelevant as the costs ramp up exponentially while your boss soul growth hardly increases after you cap the priest buff out. The dev recently "rebalanced" it, but all he did was change the cost growth so you top out around 4x as high as previously before they become irrelevant. * One of the artifacts, enemies respawn on death, literally makes you kill slower, so the dev just lets you toggle it off instead of actually making it worthwhile. * There's a mechanic where you put in raid souls which reduce hero cost. You completely max this out at 90% a few hours into the game and half of the raid soul screen is then completely irrelevant. * There's a talent tree, with a low respec cost, so the optimal solution had everybody putting everything into resource gathering and then respeccing for damage once they wanted to push a higher stage to unlock more talent points. So the dev added an ability to save two specs and toggle between them, re-enforcing this optimal one-way-to-play talent system. Oh, and then later on you max all the points in the talent tree and just start dumping them into an infinite point additive +100% damage bonus anyway so it's not like there was any real depth to talents regardless. * There's a competition that happens every other day that you enter where growth of enemies is doubled, meaning you just top out at half of your highest potential stage (with some variance due to wallbosses). Everybody just enters competition and leaves once they stop instakilling so they get roughly 2x the boss soul gain, plus some bonus tokens at the end of the day based on how far they went in competition. This entire system has literally NO POINT to it, and you could accomplish the same thing by just making every other day give you 2x boss souls and handing out bonus tokens based on the regular highest stage, and it would end up being less tedious as you could stop having to enter/leave competition repeatedly. * The dev one day just randomly added a lotto minigame that pays out hundreds of thousands of tokens. Ok then. * The dev one day decided that he was going to remove seasons because people don't like them. Probably because they're terrible and completely make the game around replaying the beginning over and over every month, despite the game having no replay value to justify this. And then IMMEDIATELY 180'd and decided he was going to keep them because some people defended them. It's a huge game-defining feature, yet removing/keeping it is decided on a whim. Furthermore, the developer appears to have no idea how any of the math in the game works together whatsoever. Or how math in general works, for that matter. As I mentioned earlier, boss souls quickly become irrelevant due to exponentially increasing costs, while the reward for them is linear, and the gain of them pretty much flatlines. The rebalance merely shifted the point in which they become irrelevant, instead of fixing the issue. Gems are incredibly special. * Spending them to start with heroes/xp accomplishes nothing. The entire beginning of a run very quickly has you instakilling as fast as the game allows and even maxing out the buff does not speed it up. * Wallboss class XP caps out super fast, and instead of something logical like later Wallbosses giving more class XP and the gem buff being a multiplier, they all give a flat amount that's just added to it, and it caps way too low to have any significant impact, making it where tavern quests provide far away the vast majority of your class XP. * Token gain is a linear bonus which makes it fantastic to start with but then costs more and more for the same bonus making it progressively worth less, and its benefit is largely counteracted with the rising token cost required to increase it as well. (The addition of the token cost was a change done on a whim as well, by the way.) * Damage has the same issue, as the multiplier does not significantly increase it quickly becomes largely irrelevant as you'd need a weeks worth of gems just to double your damage from it. And it just gets worse and worse. Keep in mind like most incremental games, there's exponential growth in enemy health, and if you aren't at least doubling your damage, you aren't having an impact on your max stage whatsoever. But the most amazing part of all is that the vast majority of gem gain is linear growth from +gems from a talent and the merchant class buff. It's completely nonsensical and further reinforces that prestiging the moment you stop instakilling is the only sensible way to play the game. Class levels largely become irrelevant as the buffs either cap out (raid soul/boss soul gain) or keep steadily increasing linearly while the class XP required outpaces class XP gain off tavern quests. Leveling warrior from 100 to 200 will only double your damage despite taking forever. And then 400. Yeah... After you effectively top out the rest of the progression mechanics, the only thing that matters is a mix of round table, RSE, and sticking raid souls into hero damage. This is because both round table and RSE provide exponential growth while only having linearly increasing costs, while hero damage is just a flat cost while functioning as a multiplier. But since your raid souls have a fixed gain rate, this just means you progress ever so slightly slower and slower, in an immensely unsatisfying way as your raid soul gain has nothing to do with how far of a max stage you can push. The problem is compounded by seasons, as getting rewarded 2x of your raid souls at the end of a season really just means your progress is tied to redoing the beginning of the game over and over for eternity. And your progress doesn't matter, so who cares! I don't think the frequent updates are a good thing, either. Updates are pushed out clearly untested and broken on a regular basis, with little thought behind the actual changes. Awhile back the developer made bards scale to the number of people in the group, and bard ended up giving you a negative buff when solo. And he wanted to prevent people from stacking merchants as adding a really high +gem bonus was obscenely overpowered compared to anything else (wow who could have seen that coming?!) so he made merchant buffs average out. As in, 50+100=75. Absolute genius. And just a few days ago he pushed a build live that was screwed up and let people progress super high and needed rollbacks. I do feel like there's potential for a good game here. But this isn't it.
👍 : 31 | 😃 : 5
Negative
Playtime: 8439 minutes
Update: I still cannot recommend this game, but now I am actively advising against it. The developers have added a microtransaction that directly impacts gameplay. This is a tremendous no-no. Original Review: Unfortunately, I cannot recommend this game. Don't get me wrong - it's a fun game. And it plays well. And the developer is extremely active. The UI is absolutely atrocious, but you get used to it. Great flexibility and the ability to easily change classes by midgame. From a gameplay/value perspective, it is well worth your $2 and you will get your money's worth out of it. However, most of the gameplay revolves around being at keys and waiting for tokens to appear on the screen so you can mouse over them. For hours. If this is your idea of riveting gameplay, this may be the game for you. Granted, most idlers involve clicking on something over and over or upgrading something again and again, but they differ from this one in a major respect - ClickRaid has no afk or offline progression to speak of. None. As soon as you miss the aforementioned tokens, your progress grinds to a halt...so playing this as a background game while you play something else is not an option. Additionally, a newly implemented "Season" mechanic has split the community and found many of the seasoned 100+ hour players basically starting alt accounts for bonuses on their main accounts. And you have to party up - your progress will only be a fraction of anyone else's if you don't. This will happen on a monthly basis, so you have this to look forward to as well. Like I said - I cannot recommend this game. But it may very well be the game for you, and so I leave you a fair review on it. The sound is good, the frequency of updates excellent and the developer involvement is welcome (though at times heavy handed). They have a Discord channel as well, if you're in to that sort of thing like some of these young whippersnappers are these days.
👍 : 24 | 😃 : 1
Negative
Playtime: 19714 minutes
This is one of those cases where I wish there were a "meh" type of option for a review rating. The core game itself is quite fun, especially for folks who like progressive games and want to play actively. The community is pretty good, *usually* pretty helpful, but then at other times you can tell people are cliqued up in their instanced room and have closed themselves off to the rest of the world. Also, while it's totally understandable, a lot of people are AFK and with the addition of the DLC perks where your pet will pick up token for you, playing AFK is extremely efficient in the long run. That's not a complaint; just a fact. Why this game gets a negative review is because there is clearly no end-state in mind. The game mechanics feel like a complete game, but everything about the ABSURD amount of constant patches makes it feel like an early access game. It's not uncommon to leave the game up for multiple days as you progress, but you end up getting behind on game versions. At one point I was 5 versions behind simply because I didn't want to leave the awesome room I was in. I've never played a game online that would have it's player base on different versions. A forced upgrade needs to be implemented as soon as the patch drops. Here's why the patch thing bothers me so much. They implemented an alchemy function where you can make little potions for tiny (pretty much irrelevant) boosts. Within the alchemy menu, there is an option to "lock" potions so you don't accidentally trash them. So I lock a potion and I use it. It goes through it's timer and i open the menu and I'm able to use it again. I sat there thinking, "maybe some of the potions are multi-use". So it allows me to use it again. At this point I ask in chat whether some potions have hidden perks that allow you to use them multiple times and immediately get accused of advertising an exploit by the developer with a sarcastic "thanks" and a demand that I update my game. Apparently this was a "bug" that was fix in one of the 5 versions since I had last logged off and it was my fault that I didn't know that. Which bring me to my final point.... Discord. The only way you're ever going to learn about the different things going on with this game's constant updates, status, bugs, opinions, etc is to stay logged into their Discord. No thanks. The patch notes don't even get posted to Steam even though that's where the game is purchased. It's just a convoluted mess for a game that has probably less than 200 active players; and don't even get me started on the optional Patreon monthly fee for special cursors. It just shouldn't be that tedious. Even if you don't care about this review, know that the constant updates will wear on you at some point. A lot of people are "bro'd" up with the developer and development team so I'm sure they'll disagree. In a way, the game creates a community that is too personal because of the small population and online nature, but on the other hand it also makes you feel like you're really just playing someone's college experiment in game development. For the full experience, be prepared to have all of the following open: The game itself, Steam, Discord, Patreon, Google Drives (for calculators), and an EXTREMELY outdated wikia. And by the time you get all that up and running, a new patch will drop. I'll leave it at that.
👍 : 25 | 😃 : 0
Negative
Playtime: 208778 minutes
Look at the amount of time/energy I have invested in this game... Community is almost dead. The original developer has moved on to developing ClickRaid2. New developer has taken over and has decided that instead of fixing issues with the game that is best to totally change the gameplay mechanics. The newly proposed gameplay mechanics... Everyones progress will be reset monthly. That months progress will be added to a cumlative leaderboard that adds no benefit to your current run (therefore, a prestige is no longer a prestige). The game will no longer be an incremental game. They are trying to get more users into the game through steam sales, but all these users will buy a game that is soon to change. I'd would highly recommend not buying this game.
👍 : 157 | 😃 : 3
Negative
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