
We should have started from scratch, with a new platform, or we should have kept the scope as small as we initially planned for.Ī few years later, with a rapidly declining community of Flash game developers, modern tools and supporting products became difficult to find. In retrospect, continuing the larger scope of development with Flash was our biggest hurdle, and possibly our biggest mistake. But we kept with Flash, because we had a reasonable prototype. We could have started over from scratch, once we realized the scope needed to change.

We hired some developers and grew the scope of the project. So we decided to spend a lot more effort on the sequel. It slowly became more clear to us that we had big shoes to fill, and that it would be a challenge for us to live up to expectations. Once we launched CH1 on Steam, we realized how massive the audience would be, and how much revenue we were going to make from the project. At this time, Flash was still a popular development platform for games on the web. For those who aren’t familiar with it, CH1 was written entirely with Adobe Flash. Our ambitions with CH2 were similarly small, and we used CH1 as the project base. At the time, Clicker Heroes 1 (CH1) was still a relatively small, unknown project. In 2014, when we began work on CH2, the idle game genre was still in its infancy.

CLICKER HEROES GUIDE 2018 SERIES
We are outlining a series of mistakes we made and learned from, and hope our players can forgive us. At release it was the result of 3 years of hard work by a small team of talented developers, designers, and artists.Ĭurrently, the game is not in a state that we are very happy with, and this is mostly a post about what went wrong. Clicker Heroes 2 (CH2) is an idle game that we released in Steam Early Access on July 16th, 2018.
