Idle Interceptor
Idle Interceptor is a neon-vector idle/clicker.
You could say it's channeling the 1980s arcade classic game Missile Command.
But obviously, with a modern upgrade path.
Six cities. One sky full of incoming threats.
You, and eventually six automated turrets are
all that stands between them.
The game starts as a pure manual clicker: every explosion is yours.
As you progress, you unlock auto-silos, smarter targeting, bigger
blasts, more enemy types, and a deep prestige gui that
lets you lean into active play, idle play, or both.
★ Click harder.
Active play is always the most rewarding.
★ Earn your automation.
The first auto-turret isn't a starting feature, it's a milestone.
When you unlock it, you know you earned it.
★ Escalating threats.
Ballistic missiles, MIRVs, smart bombs, bombers, satellites, and a Dreadnought boss.
Each with its own attack pattern to figure out.
★ Defend your cities.
Cities start with shields, defending them starts off simple.
But as the enemies escalate, you'll have to figure out new strategies and adapt.
★ Prestige & meta-progression.
When you eventually lose, you can add permanent upgrades to
separate active and idle paths to help you
(hopefully) defend your next city a bit better.
★ Vector neon aesthetic.
Glowing neon defenders, warm-red threats,
chunky audio, full-on juice.
Plays in your browser. Saves locally.
Designed for short sessions and long campaigns alike.
This is the first game I've ever released.
Feel free to let me know if there are any game breaking bugs :)
| Status | Released |
| Platforms | HTML5 |
| Author | HackSlash |
| Genre | Strategy |
| Tags | 2D, Arcade, Clicker, Idle, Incremental, prestige, rebirth, Retro, Singleplayer, upgrades |
| Average session | A few minutes |
| Inputs | Keyboard, Mouse |
| AI Disclosure | AI Assisted, Code |





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