▼ Not recommended
4 hrs
I want to like this and I'm all for supporting idle game developers who attempt something new, but this ain't it. The biggest praise I can give this game are it's graphics.
I don't think the developer is very familiar with Idle/Incremental games judging by the design choices:
The main "meat" of the incremental gameplay is merging creatures in order to upgrade your income. However, the increase to creature income is additive and falls off very fast. For example: a level 5 creature has an income of 5/s, meaning you've had to merge 32 level 1 creatures, thereby actually decreasing your income per second.
To offset this, you have a limited amount of slots per planet, but with how you acquire the mergeable creatures and how long merging takes (every time you merge you have to wait an increasing amount of time before the new creature is ready), you always have too little space to merge and assign creatures optimally. To make matters worse, there are four types of mergeable creatures which can only be merged within their own type, and each level of the game usually only has one or two types of creature available.
It takes a while to unlock upgrades, and the ones that are there are barely useful, save a few which completely break the economy.
You basically have to tap (or use an autoclicker) in order to not gimp your progression, because the game actively starts removing potential resources over time which can only be recovered by tapping.
You can completely break the games' economy in three upgrades while ignoring everything else. At the same time, I can't really imagine beating the game without breaking the economy outright, because it would take a heck long time without offering any interesting paradigm shifts or additional content.
Prestige is fully and completely useless. I beat the story 100% without ever prestigeing. The way it works is, there are three upgrades which require you to restart the game, instead of prestigeing rewarding you with a currency for unique upgrades and a production multiplier. Rather than that, you pick an upgrade and hit "restart". However, the upgrades locked behind prestigeing are completely useless. One of them doesn't function at all, and the other two influence a mechanic that is also pretty much irrelevant if you tap (or autoclick or what have you).
A lot of mechanics seem undercooked or actively frustrate the player. Some examples:
- You get a scientist, but it's unclear what he does. I figured out that by assigning him to a planet (your normal means of generating income) he wastes a slot and spends a couple of minutes generating these buffs that are also pretty useless. The worst part is, whenever he finishes generating a buff, you get a popup that halts gameplay that you have to manually close.
- You have very limited inventory space for creatures, but the game keeps throwing these "story" creatures that have absolutely no gameplay function at all at you, filling up your already tiny inventory.
- Lots of dragging of stuff across the screen required without feeling meaningful in the slightest.
Now I know that it's not uncommon for autoclickers to break balancing in idle games, but in this games' case you're pretty much required to tap continuously. Add to that the poorly thought through mechanics, the way in which none of the games' systems really seem to feed into each other and the fact that only 20% of the creatures you can merge are actually useful and this game just feels incomplete. I think most of the time went into polishing the graphics and adding cute cutscenes, and I hate being negative about what seems like a honest effort to create a unique idle game, but I think the games' graphical assets deserve to be used in a more competently designed game.
I don't think the developer is very familiar with Idle/Incremental games judging by the design choices:
The main "meat" of the incremental gameplay is merging creatures in order to upgrade your income. However, the increase to creature income is additive and falls off very fast. For example: a level 5 creature has an income of 5/s, meaning you've had to merge 32 level 1 creatures, thereby actually decreasing your income per second.
To offset this, you have a limited amount of slots per planet, but with how you acquire the mergeable creatures and how long merging takes (every time you merge you have to wait an increasing amount of time before the new creature is ready), you always have too little space to merge and assign creatures optimally. To make matters worse, there are four types of mergeable creatures which can only be merged within their own type, and each level of the game usually only has one or two types of creature available.
It takes a while to unlock upgrades, and the ones that are there are barely useful, save a few which completely break the economy.
You basically have to tap (or use an autoclicker) in order to not gimp your progression, because the game actively starts removing potential resources over time which can only be recovered by tapping.
You can completely break the games' economy in three upgrades while ignoring everything else. At the same time, I can't really imagine beating the game without breaking the economy outright, because it would take a heck long time without offering any interesting paradigm shifts or additional content.
Prestige is fully and completely useless. I beat the story 100% without ever prestigeing. The way it works is, there are three upgrades which require you to restart the game, instead of prestigeing rewarding you with a currency for unique upgrades and a production multiplier. Rather than that, you pick an upgrade and hit "restart". However, the upgrades locked behind prestigeing are completely useless. One of them doesn't function at all, and the other two influence a mechanic that is also pretty much irrelevant if you tap (or autoclick or what have you).
A lot of mechanics seem undercooked or actively frustrate the player. Some examples:
- You get a scientist, but it's unclear what he does. I figured out that by assigning him to a planet (your normal means of generating income) he wastes a slot and spends a couple of minutes generating these buffs that are also pretty useless. The worst part is, whenever he finishes generating a buff, you get a popup that halts gameplay that you have to manually close.
- You have very limited inventory space for creatures, but the game keeps throwing these "story" creatures that have absolutely no gameplay function at all at you, filling up your already tiny inventory.
- Lots of dragging of stuff across the screen required without feeling meaningful in the slightest.
Now I know that it's not uncommon for autoclickers to break balancing in idle games, but in this games' case you're pretty much required to tap continuously. Add to that the poorly thought through mechanics, the way in which none of the games' systems really seem to feed into each other and the fact that only 20% of the creatures you can merge are actually useful and this game just feels incomplete. I think most of the time went into polishing the graphics and adding cute cutscenes, and I hate being negative about what seems like a honest effort to create a unique idle game, but I think the games' graphical assets deserve to be used in a more competently designed game.
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