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Nodes

Nodes

by Unknown

Price $5.99
Avg Players 0
Released Jun 3, 2022
2DAutomationCasualClicker
View on Steam ↗

What players are saying

▼ Not recommended 0 hrs
I think this should have been Early Access. I am happy to check back on the game to see if it's been improved over the next few months. It's too expensive for having a broken/illegible user interface.

I can't navigate menus properly, aspect ratios don't work, there are no sound effects for things that clearly should have some enjoyable sound effects.

A lot of the joy of incremental games is the "zing" and the sense that things are piling up - yet in this game, you can't see all the resources piling up in any conspicuous way. It's all sort of happening off to the side, and you have to open this menu or that menu to see it. I think this is the biggest mistake. You want to see stuff piling up. People should be able to open some menus and move them around, resize them, etc. But right now you can't. I couldn't even figure out how to look around properly on the huge upgrade menu. The developer let me know the scrolling button for the upgrade screen is to hold down the middle-mouse button and drag. Holding down the scroll wheel to look around a screen is very counter intuitive.

Some aesthetic choices could be improved as well. I think the font is -- just not good. Would replace it. And it breaks off the menus in error here and there, too.

Finally, I don't think the cracked stone background for the game is appealing. It seems anxiety-provoking in its vein-like jaggedness. I would ask, what is the aesthetic vibe of the game supposed to be -- medieval, peasant, stone and wood? Maybe aim for that but in a way that's soothing/comforting and looks polished.
59 found helpful Steam ↗
▲ Recommended 0 hrs
Like the idea but need bunch of QOA.
Wall of text tutorial should be replaced with gradual unlocking, there should be upgrade that need resource from higher node type and improve yield of lower node type to encourage moving up (otherwise the strat is probably to spend lots of time optimizing for low tier and only move up until it is pretty upgraded). Resource shouldnt need manual collecting into storage, or sending to enable other node (should be automatic). I also dont see why there need to be multiple node of the same type. usually when you do that, e.g. in territory idle or lazy galaxy, there is complex synergy, limited amount of space, or location based interaction, where I didnt see any.
15 found helpful Steam ↗
▲ Recommended 16 hrs
I've actually played the game for more than 20 minutes (completed it). I had issues with some things and actively voiced my suggestions on the Discord. Most everything I suggested was implemented and all my bug reports were quickly remedied. What else can you ask for from a developer?

Incremental games are mostly new to me so perhaps, because I had no expectations, I was pleasantly surprised. I found it to be a very laid back logistics game. The graphics are pleasing and convey the various nodes well (in my opinion). The game took about 10 hours to complete but it could take much longer if you focus on optimizations and min/maxing.

Maybe being older and remembering when every game was $50 or more I don't understand complaining about price? For me, this was one of the best $6 games I've played.
12 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Update / Patch notes

1472 days ago
Bug fixes: - Reduced max text scaling in notification window - Tooltip is now in front of unlocked node count in unlock nodes window - Set uniform text size for checklist - Fixed node information window export panel buttons too dark - Fixed UI and text scaling for exit game window Changes: - Implemented "Prestige" system. Reset your game for permanent boosts. - Reduced price for initial shop nodes to 200 - Reduced unlock tree node costs (More info below) - Reduced incoming bolt resource need for LunchBot3000, from 5000 to 500 Resource cost reduction detailed: Ancient dirt = 3000 -> 700 coal = 700 -> 350 stone = 650 -> 400 copper ore = 3700 -> 1500 iron ore = 2500 -> 1500 ilmenite = 2400 -> 1700 dirt clump = 4000 -> 2000 gold nugget = 4600 -> 2500 poisonous mushroom = 650 -> 300 mortar and pestle = 2000 -> 1000 yarn = 3000 -> 1500 grains = 1000 -> 500 awereed = 700 -> 350 pinecone = 700 -> 350 wood = 2500 -> 1200

Update / Patch notes

1473 days ago
More stuff Bug fixes: - Selecting a node group, would select too many in the background using up memory - Moving a node group and doing certain actions would crash the game - Now setting export to max will not keep updating it when upgrading a node Changes: - Changed shop icon - Added tooltips for recipe ingredients in node panel - Moved resource panel in front of the checklist tutorial - Changed shop filter clear button to match rest of the game UI - Now pressing 'Escape' will close all windows at once - Added button to export 1/2 amount - Reworked statistics window to be more readable - Reworked node info window UI a little to be more consistent - Changed Unlock tree close UI button to match the rest - Changed in-game font

Update / Patch notes

1475 days ago
Completely reworked the entire tutorial system to a more intuitive and free form model. Sorry, this took an absolute age. Bug fixes: - Fixed "Help" window scaling - Fixed WASD movement speed was being defaulted to 0 for new players. Changes: - Added support for 1768x992 resolution - Added camera moving towards mouse cursor when zooming in - Reworked tutorial system

Posts come from Steam's official announcements feed.

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