My main gripe with the game is that thereās not a āmultitudeā of āunique . . . eventsā that come from the button. Everything that comes from pressing the button is honestly generic and not that interesting.
For the weapons that it gives me, it could be interesting⦠but those fail from there being no people to use them against. I personally donāt care enough about killing those zombies since I can stand on their heads to combat them.
Also, because of the current market, why should people be playing this over the biggest ādonāt press the buttonā game on the platform? As a consumer I see no reason for doing so, as that one has a player base and unique events.
You could jump higher, become faster, get a sword, hyperlaser. But thereās no one playing and compared to the game linked above, this game is lacking in replayability. After about 15 button clicks, thereās no reason for me to keep playing. No reason for there to be coins either. Iām not sure why the mechanic made it into the game when thereās no value to it.
If you choose to continue working on this, I think you should focus on adding a lot more content than is suggested. None of the events feel āwackyā and there arenāt a āmultitudeā of them. There are no stand-out events either, I donāt feel like any of them have any notable effect on gameplay.
Afterwards, advertise and find a way to foster a community to build an active playerbase. But you should give the players a reason to play your game. What is it that you want to incentivize, fun? Making minigames that offer competition and throwing in a mix of chaos from the button could create that. But the titular button thatās the foundation of your game does not offer anything new or interesting.