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Alice's Gaze

Alice's Gaze

by Starmoon Cat

★ 92%
Price N/A
Avg Players 231
Reviews 796
Released To be announced
AutomationCasualClickerFemale Protagonist
Offline progress

Media

Video
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Alice's Gaze combines clicking and idle mechanics with light puzzle-solving as you help the protagonist escape a dark mansion filled with hostile creatures. You'll manage resource production through various characters and locations—the Cat God's altar generates gold while Rabbitfolk harvest carrots—while gradually uncovering the mystery behind Alice's imprisonment. It appeals to fans of narrative-driven clickers who enjoy unraveling a twisted story alongside their incremental progression.

About this game

Players, last 30 days

Peak 1,539 · Low 0

Daily peak concurrent players, sampled once a night from Steam.

What players are saying

▼ Not recommended 18 hrs
This is a tough call -- if Steam had a neutral review, I'd have given that. The game has enormous potential, as seen from the demo, but it never leads to anything. It asks "What if the hero in Horripilant was Alice in Wonderland?" and then never answers itself. The art is obviously lovingly detailed, but then shrunk down to a resolution that you can't tell what you're looking at. If you're looking for a dark incremental RPG to pass the time, I think Horripilant or Count of Monte Clicker give more payoff for essentially the same cost. At the same time, there is a lot of gameplay to see and decisions to make for a $4 charge.
17 found helpful Steam ↗
▲ Recommended 10 hrs
game is fun but the abyss need a rebalance you outscale the monsters soo fast that they cant really touch you
15 found helpful Steam ↗
▼ Not recommended 9 hrs
Tentative Non-recommendation; You'd be happy to hear that this cheap incremental is not another 3 hour node-like. But as an RPG incremental, the game reaches autopilot phase very-very quickly with next to nothing to do other than unlocking new subsystems and buying everything; you progress through the dungeon very slowly while one-shotting everything only because the game doesn't have speed up function, and the final unlocks rely on this dungeon with slowly scaling incomes, turning the endgame into a time wall that last for hours.

The game starts out strong, very. The Alice in Wonderland setting, the hand-drawn artwork, combined with the RPGMaker feel thanks to it's font selection, it is a charming game, even though the latter can be argued to be an unintended effect. The early game sets you up for something great as you unfold new mechanics / subsystems with a short, concise narrative mixed with the dark atmosphere as you find your way out. Soon you unlock the main system of the game, the Abyss, turning the game into an auto-battler, going deeper into the Abyss, and by extension, the madness as the painting starts talking to you, unfolding new mechanics along the way. The adventure begins.

But then you reach the farms system, and suddenly everything gets downhill, fast.

Theoretically, it's where the game should shine; New systems, upgrades that affect other systems of the game, creating that sense of synergy and inter-connectedness, every incremental games do this.
But at the same time, the mystique, horror feel drops entirely; The painting stopped talking, the music selection gets calming, even the narrative starts to slow down to nothingness. It's as if you're accustomed with the madness that you forgot your main objective.
This translates into new unlocks getting increasingly unexciting; they trickle down to flavor texts to the interactable whose unique text can only be seen once.
Said over-arching upgrades? They completely throw the game's delicate pacing out of the window as you suddenly get so much money you can essentially upgrade your equipments super fast you just outscale the entire dungeon for a long time you don't have to worry about it anymore.

This would not be a problem, after all you don't want to keep your players baby sit on a mechanic for too long without automations.
But it is a problem here, when each subsystem has their own currency; the dungeon being one of them, and your dungeon scales your enemies so slowly because each dungeon runs for 10 waves, with no option to speed up the battles in any way, even though you are one-shotting them right on your first turn. That slow scaling means you're just waiting to get enough currency unlocking the next thing, with absolutely nothing to do. This bottlenecking only gets worse when the final unlock suddenly requires astronomical amount of it, turning the final part of the game into an asinine, 2-3 hour long waiting game with nothing to do, as you pretty much already have all the remaining systems completely maxed out, other than the Abyss, with their useless upgrades as you're way too overpowered with thousand fold damage difference.

And that what makes the overall experience disappointing, there is so much to like, but the second half of the game drops the ball so much that by the end it ends up spoiling everything. I too remembered playing the demo of the game when it was published on galaxy.click, and my first impression was rather positive that I somewhat look forward into the full release, even though I didn't finish the demo (which ended at the farm phase). Too bad that it come out like this.
12 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Patch 2

16 days ago
Increased Alice's movement speed in the Abyss. Not thoroughly tested, but it may help improve things. Specifically, movement speed on floors 1–50 is now 3x the original, and even faster on floors 51–1000. Note that this is a movement speed increase, not combat speed, so I can't be entirely sure it fully resolves the problem. Further optimization will take some time. I've been pulling all-nighters leading up to release, and I'm pretty exhausted lately.

Patch 1

18 days ago
Attempted to fix a bug where frames could not be clicked under special circumstances.

Demo update-6.8

99 days ago
1. Added the \ feature: Use magic to boost production in a designated area. 2. Added the \ feature: Earn points based on Abyss progress, which can be used to increase the output of a specific resource. 3. Balanced the early difficulty of the Abyss. 4. Added 3 save slots. 5. In the Carrot Farm area, added Great Rabbit and the Golden Strike skill. 6. In the Carrot Farm area, rabbits can now harvest designated types of carrots. 7. Added 4 new monsters. 8. Added several upgrades to make the early game easier. Theoretically compatible with old saves. If any issues arise, please let me know.

Posts come from Steam's official announcements feed.

Looking for something to play next? See the best idle games on Steam, ranked by real player counts.

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