I'm getting kind of tired of this non-game movement. You know the ones; a "game" about nothing, that generally involves clicking incessantly and watching numbers climb. It certainly didn't start with Cookie Clicker, but recently the interwebs and my gaming circles were abuzz with incessant chattering about that little… thought experiment, or whatever it's supposed to be.
I get it. At least, I think I do. It's the basest sort of Skinner box—click cookie, receive points—and probably serves as commentary on modern game development or whatever. Candy Box 2 seemed to be marching along in the same direction: pieces of candy accrue automatically, and you can either eat them all or throw ten pieces on the ground.
But then a funny thing happens. Save up enough candy, and you can start making "developer requests" for more content. A cheeky configuration menu lets you invert the colors or change the language to French—ah, the illusion of choice! And then there's a save button. And a health bar. And suddenly a map, and a village, and a forge that offers weapons and a cellar full of rats that need dealing with. "Combat" is a hands off affair: equip the weapons you've earned and your ASCII avatar plows left to right, ostensibly trading blows and it encounters miscellaneous critters.
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