Click the kitten to make more kittens. Click the 'Shop' button to buy Cat Food, Worky Kittens and Upgrades, adjust the price* and make more kittens! Also, achievements and save codes. It's really easy to make your own incremental game from this, just change and add some costumes and sprites (but give me credit)! *Make sure you don't sell kittens for less than £0.20, because if you do, you lose money on every kitten!
I thought I make too many games about eating other, sentient Fishies or firing 100% pen missiles, so I've made the cutest game ever. Click the kitten. It becomes more incremental. Changelog: v0.2.0: -The original project was published on May 28. 2018. almost a full year ago from today (March 13, 2019). If you haven't heard of the Stop Stopper. it's an engine I made, possibly two years ago now. It's old, and although it works perfectly, it started off being an engine for making projects that always run, regardless of the Stop Sign. But it grew into this monster with all sorts of subroutines which were either workarounds to problems in Scratch 2, or solutions to problems which didn't exist, or a poor substitute to the Backpack for functions. Eventually, it became redundant, but Kittens was the last project of the Stop-Stopper era. Today, I'm proud to announce that I've removed it, and made it much less laggy. -Also, cleaned up some programming and fixed some strange graphical bugs on reset. v0.1.0: -Moved from Alpha to Beta. -Fixed save codes. I know most updates up to now had something to do with them, but I've fixed some things with upgrade retention. (Before the update, if you went from an advanced to a less advanced save, it would keep some achievements.) And, they'll get slightly longer, but that's because... -I've added ACHIEVEMENTS! Some of them are just placeholders, for now, but the ones to do with kitten manufacturing goals (and some others) work! In total, there are currently 29. -It's still best to click the green flag to reset it before switching between saves, though, to make sure the game resets itself first. It's like I'm saying 'Kittens is now waterproof! But don't drop it into water for extended periods of time.' v0.0.9: -Added a potential EXTREMELY late-game upgrade. -Added a mini-game! Click the kitten to increase a meaningless counter! (The joke is, Kittens is itself about increasing a meaningless counter.) -Changed Save Codes (again). This time, the order has been changed to optimise it! This would break everyone's save codes, but none of you have played this yet, so it doesn't matter. Once the changelog gets too long, I'll create a forums entry containing it. That normally helps to get users. -Fixed post-singularity upgrades not restoring from save codes. -Also, there's a feature for at least some cross-compatibility with versions. If a save code is readable, but not correct in some way, it reads as much as possible, then presents you with an 'updated' save code, which should be more likely to work with future versions. v0.0.8: -Added two post-singularity upgrades! -Hopefully, fixed the Save Code engine, and shortened Save Code length. -You can now adjust Price and move through upgrades with the Arrow Keys. This may have confused some of you before. v0.0.7: -Increased and rebalanced prices for upgrades! -Added two more upgrades (effects secret): Happy Music (<3 ) and RoboKittens! -Secrets. v0.0.6: -Added two new upgrades! -Comfier Cat Beds: Doubles demand! -Food Buyer: Automatically buys food when it runs out! -Save Codes are now much smaller! You no longer have rounding errors in them either! -Fixed the bug where you couldn't see how many Workers you had when you imported a save! -Fixed the bug where Worker cost reset to 20 whenever you bought an upgrade! v0.0.5: -Added Saving, currently Beta! Save and import your game as text! This remembers your upgrades! -Added two more upgrades: Dwarf Cats and Worker Exoskeletons! v0.0.4: -Added two new upgrades: -Worker Catnip! Doubles Worker Performance! -Cuter Eyeballs! Doubles Consumer Demand! v0.0.3: -Redesigned the Kitten-selling algorithm! It's now time-based, instead of tick-based! My followers playing on supercomputers are no longer OP! -Added upgrades! The example one is Bigger Cat Bowls, which doubles the Cat Food per £20! More to come! v0.0.2: -Added the ability to buy Cat Food! It's now playable past 100 Kittens! -Added Worky Kittens! They make more kittens! -Added Kitten selling! (The selling rate is inversely proportional to the square of 100 * the price!) v0.0.1: -Released! For consistency, I used Dreams by for the music. They also made Underwater, the music used in my other game, Fishy. This was heavily inspired by Universal Paperclips, playable at: DecisionProblem.com/Paperclips Other than that, I credit myself entirely.