DPS Idle, the latest incremental idle game from John Timpson, evokes the days of tabletop RPG sessions with friends, and manages to leave all the dice rolls and illegibly pencilled in character sheets at the door. Whether you call them idle games, click games, clickers, or webtoys, DPS brings plenty to the table in terms of features. You might expect character stats, character classes and leveling from an RPG-themed clicker, but how about an extensive inventory system, three different skill trees you can buy your way through, item upgrading, and gem-based enchanting? DPS manages to bring plenty of creature comforts with it. The first of these is a sophisticated mouse-based menu system — and if you're anything like me the first thing you'll want to do is mute the repetitive wet SHWUNK! of your attacks. There's a manual save option, but it also happens automatically every thirty seconds. By default monsters will spawn every thirty seconds as well, but that's adjustable and you can have them appear constantly if you like.
Each encounter will involve you trading attacks until one of you is dead, and unless it's you you'll be rewarded in gold equivalent to the creature's toughness. DPS features a diverse array of monsters to encounter, and you can increase the level of monsters yourself when you feel ready to take on more, but you'll find the creatures themselves don't vary — only their attributes scale. Encounters will often provide you with loot that shows up in your inventory, which you can refine, sell, upgrade or enchant. One of DPS' niceties is the option to automatically sell off or refine loot based on how common or rare it is. That will keep your inventory from cluttering up with too many common items you're never going to use. The emblems at the right are clickable to bring up your inventory as well as the various enhancements like shopping, achievements, and enchanting. Your battle stats and item upgrades are available for mere gold, but there are also skill trees with buffs that require Skill Points, and which eventually unlock special abilities unique to each skill tree. DPS is still being actively developed, and we found that it struck a nice balance of having some very sophisticated features and enhancements while still being at its core the sort of clicker game we've all become so comfortable with.