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I absolutely love the Alchemy-like mechanic of making new spells using your glyphs. It's an unusual, as far as I know novel, mechanic in clicker games, and there's a sense of joy and discovery that really feels like you're just learning how to use your magic crystal ball.

Early game, there's a pleasing balance of things to read/things to click on, so you never feel like you're having to wait around for your resources to increase, but you also feel haste to read and try quickly so that you can keep your efficiency and momentum up. 

Also, excellent use of sound effects. It reminds me of Dragonfable.

Unlocked World: Oh cool, I wonder what new features this will bring.

They all have to do with space.

I should've known. Haha!

Love how you're able to use two copies of differently-augmented spells. (Or perhaps you're able to use two copies of the same spells normally?) I think it should bring up some interesting potential combination strategies, though I can't think of any that's better than using two of the spell you want to gather resources with right now. 

And this glyph-combination mechanic is a lot of fun. I'm doing strategic thinking that I don't usually do in clicker games (which are usually more basic math and on-the-fly stuff). 

I wish there was some mechanic that showed what augmentations were added to a spell (without having to hover over it), to differentiate the non-augmented and augmented spells which currently look identical other than their numbers, such as an obvious set of icons or a colored bar. 

For balance issues: when your mana gain reaches the point where you can cast Enskill and possibly Enrich Amber constantly, your skill gain goes through the roof, and all upgrades are outclassed.