Early on, the game is actually engaging. The main idea works, progression is (kinda) fast, and it’s easy to get hooked. Which makes it even more impressive how the late-game design manages to screw it up.
The main issue is that the game eventually stops being skill-based and becomes heavily dependent on RNG.
Once you reach Level 65, that's when the real fun begins. What should take a couple of minutes to pass the level can easily take 30 minutes to an hour, not because it’s challenging, but because you’re rolling the dice over and over until you get a usable run, which depends on getting perfect rocket launcher spawns and avoiding run killing layouts. You also need spider senses to predict where the boulder is going to spawn, so you can deal more damage to it.
And it's exactly the boulder that makes everything even better.
In the late game, the boulder is basically the only meaningful source of money. The barrels might as well be decorative at that point. And if you miss the boulder, which happens most of the time, your run is effectively wasted.
And, even better, you often need multiple perfect runs just to destroy it. So, you spend 30–60 minutes per run, praying to whatever God or being you believe in so that RNG lines up, and for you to slightly damage the boulder. Very engaging loop.
It gets worse: the boulder caps at exactly 500 billion, whilst upgrades require trillions. So naturally, the solution is to repeat this entire process multiple times under the same RNG conditions. Because nothing screams 'fun progression' like doing the same thing over and over until you get enough money for a single meaningless upgrade.
This ties into the scaling problem.
Skill upgrades start reasonable, then quickly become absurd. Even with something like 13,000% Gold Bonus, you still can’t afford them. Barrel income doesn’t scale properly, the boulder doesn’t scale enough, and costs jump into the trillions.
So, the economy ends up in a great place where:
- normal gameplay gives irrelevant income
- the only viable source is limited
- upgrade costs keep increasing anyway
Working as intended, presumably.
There are also mechanics that just should not exist.
An example of such is the lane with infinite HP barrels. It just ends your run. It’s less of a challenge and more of a reminder that the game can just decide when you’re done 'having fun'.
Then there’s the UI, which somehow manages to make things even worse.
Once numbers reach billions and trillions, the HP values shrink so much that you can’t reliably read them without decades of Shaolin Monk training. At the same time, the game throws massive value swings at you, one barrel at 1 billion, the next at 1 trillion, whilst multiple barrels are hitting you per second.
So you’re making decisions without actually being able to see the information you need. Which is an enjoyable design choice.
Finally, the game is missing basic features:
- no pause button
- no skill refund
- no graphics or FPS settings
All standard stuff, apparently optional here.
The game has a solid idea, but the late game just turns it into a keyboard breaking, luck-based grind where you completely depend on boulders of all things.
0/10, Not Recommended.