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E5Burrito

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A member registered May 06, 2021 · View creator page →

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A good concept. I look forward to playing it on my computer.

Although the game is listed as compatible with phone browsers, the prestige/unlock tree exceeds the screen size with no phone friendly scrolling option, so it's not really phone browser compatible.

Fun! I might have missed a warning for this, but the ten day time limit took me by surprise.

Minor, minor 'bug' : The end game text indicates that the winning card was one of a kind, but the player can draw multiples of it into their hand if they're lucky.

I'm not sure why you would post this for public consumption. There's one customer, then the game just soft locks to an empty coffee shop. The countdown timer doesn't count down or anything, it just sits there indefinitely.

Good on ya for putting a game out there! It's a big step.

It currently has some game breaking issues, at least on a phone, because the UI elements overlap each other and the second upgrade can't be purchased. It says it costs 500 points, but even with thousands of points available it gives a warning that the player needs more points to buy it.

Quick acceleration/ unlock rate, powerful prestiges, actually has an ending, and employs a twist that's both surprising and totally appropriate given the narrative context. Well done!

I hope you see this message in time, but it's free right now for a few days.

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Edit : following issue has been fixed.


The game has been updated to be playable on a phone, but the prestige system access wasn't programmed to be scrollable and extends beyond the bottom of the screen. The expanding menu navigation options that appear as you unlock features also "push" elements off the screen elsewhere - after the first prestige, the scroll box extends below the screen far enough that the newest upgrades are always inaccessible.

V1 was pretty impressive given the constraints - better than half the uploads I've played - and V2 is a surprisingly quick post-jam-entry update with a lot of content and QoL improvements.


Small gripes - the jump from level 87 to 88 is astronomical compared to any other level up requirement I noticed. (An extra zero might have been added by mistake? ) Also, because costs scale with each purchase within an upgrade type, having twice as much money isn't the same as having twice as much buying potential. Spending X dollars also means getting that cash back quicker than it took to get the first time. So gambling almost always felt like a mistake to be avoided - I didn't mess with it unless events conspired to give me ~95% odds. Might need to make the odds or payout more tempting unless the game is intentionally making a point about the futility of wagering on games of chance.

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Edit : Following issue has been fixed.

Just a heads up : this is listed as compatible with phone browsers, but doesn't scroll vertically, putting option(s) out of reach.

Pretty fun! I was surprised, because of how active this incremental game is, to put it down overnight and find my prestige points had gone up by roughly 40 playthroughs the next morning. 

I got as far as the second boss fight - by that point my refresh rate was something like one frame a second - and after dying to it the game decided not to respawn me anymore. I'd say it froze, but I can still access the upgrade menus.

I'm assuming difficulties unlock with play? I wasn't able to select anything but Easy Mode from the start menu.

There's a point about 20 waves in where the game reliably dumps something like 20grand in points on the player, and if they don't spend it on upgrades within a few seconds they're toast. I'm not sure if that was as intended or if that wave has some scaling issues?

Nice use of prestige mechanics right off the bat. I enjoyed my time with this one.

You've done some great work here! Can we get the terms of use or a Creative Commons or copyright/left type?

Fun! I got just shy of 3mil points.... which, looking at the screenshots on the page, is about an eighth of the expected survival time. But I still enjoyed myself.

A big departure from Midnight Idle. Congrats on being able to lateral over into an entirely different genre and playstyle so effectively!

It's a good idea to list your licensing, either describing it or quoting a specific license type. Just from what's on the page I can't determine if buying this entitles me to use it in my free game, my commercial game, my website, etc etc. 

Solid work, highly accessible pricing, and a great license. Thank you for putting these out.

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That worked! The two versions push/pull from the same cache, it looks like. I xfered over to your dedicated site and my character imported automatically.


Had a good time playing! I think you've probably surpassed Progress Knight - the influence stands out, but the parallel different systems (Organizations, net hacking) add nice spice.

I like the pacing, and an really impressed with the evolving background. Good juice throughout, and just enough going on to make a "I'll just check/do this one more thing" loop last half an hour at a time.

If you want to go really wild with it, there's a school of play wherein a 5 Card doubles your bet, a 6 Card triples it, etc etc.

Got to my first reincarnation while playing on my phone (Duckduckgo browser on an Android). The lifetime summary pop up occupies more than the screen size vertically and doesn't scroll. I think the button to continue is somewhere down and inch or two under the bottom of my screen, which locks me out of continuing.


May want to address that, or uncheck the phone compatibility checkbox on the game's dashboard page.

A good implementation of the Incremental Card Game genre! Well paced, good unlocks, forgiving but rewarding of basic blackjack skill, lets you count cards if that's your thing. 


My small gripes are that the music track ran glitchily on my phone browser (not a big deal) and that successfully holding five cards isn't a win condition (I know 5 Card Charlie isn't a universally applied rule, but it's been in play whenever/wherever I've played IRL and I don't think I've seen it employed yet in an itch game. It has a nice statistically bad but intuitively tempting aspect when you're at four cards and holding a low stop point value like 16 or 17.)

As in the title. The unlock that doubles income five times makes 40+ research unlocks and rapid ascension up the factory tree possible. The time between my getting the first P3 unlocked doubling and getting to the final factory type was maybe two minutes, skipping most of the factories altogether since I was earning so much I was unlocking multiple factory types in a single tick.

I like how it seems like it's going to be a lasers and feelings hack, but it does something subtly different instead.

Mechanically, it seems like the strongest play is to have two characters working in sync, but only if they have a history of working against each other. The bit that interests me is that that attempt at prompting an emergent narrative, if that's what it is, requires proactive player buy in and commitment early on. Players could 'level up' in tandem by regularly butting heads, until they broke the game with their super high stats and could finally be BFFs. That's "the Nash" right there, and it'd be a pretty compelling dramatic arc.

Marked as compatible with phone browsers, but here's what a phone user sees :

That's the joke. How well would an eternal terrain die work, either?

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A nearly perfect game with two totally unacceptable flaws.


Once you 'get' the mechanics it takes an act of will to lose before the 26th level, where the Endless mode begins. It takes 26-28 minutes to get to that point. So it takes half an hour to get to the point where you're playing the game past the extended tutorial.

Once you're there, the difficulty increases by providing flat bonuses to all of the opponent's numbers. Encounters don't seem to be designed with this in mind. You'll quickly be facing things like two flies that are doing 5x5x2 (ie 50) damage a round, backed by a Mothman healing 2x7ish damage a round. You only ever have a die pool of five dice to play. Assuming max pips, that's 30 points of whatever on your first round. At this point if you spend less than the majority of your dice on (perfect) attacks, any damage you deal will be healed. If you spend it exclusively on defense, you'll only soak about half of the damage. Even with specialty dice that get stronger over time the acceleration of how bad that early fight curb stomp is makes long term survival impossible. Perfectly optimal plan is still beholden to RNG, which statistically speaking -will- pull a cheap shot. And then it's back to that half hour introduction before you can play the challenging part again.

Put another way - beyond a certain point your only power increases rely on going through multiple turns, enhancing your die's feedback loops. Your opponents get stronger and stronger attacks from the word go, meaning they will eventually preempt any possible build you've put together by just murdering you on turn one or two, before you can do anything productive.

I recommend a pass. Or, if you know what you're doing, emulate an OS instance with a Virtual Machine and use that to spoof a save point at the end of the half hour "can I play the game yet" intro. That's the ideal answer, because there is a wonderfully engaging game here despite the perpetual slog of restarting and RNG mandated permadeaths.

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A named die, "Infinite Power", that is an Eternal Terrain. "Overachiever ", a boost die with only 5s and 6s on it's faces. 

I appreciate how an ink cartridge costs almost as much as a brand new printer and how printers will just fail randomly without provocation. Very true to life, it had me smiling a tight "Yeah, Fam, I hear ya" smile. I had a baseline printer outlast a half dozen "top of the line" models, which also felt true to life - we all have that obsolete piece of tech we desperately want to hold on.

Hit prestige and called it a day, but I enjoyed getting that far!

It's worth noting, before committing time to playing the game, that it's both in pre-version 1.0/release status and marked as final. It doesn't have an ending so much as a point where it just stops.


What's here isn't a bad experience. Numbers go up, then they go up much faster. Takes about as long as doing a load of laundry start to finish. No real decisions, except for one point where you decide on which of three options to prioritize, although the repercussions of that choice don't last more than about five minutes before reaching equilibrium.

Now THAT sounds like an incredible design challenge!

"I want to remove my old hive and put a new more efficient one down. I wonder why I can't delete that... home of several thousand active bees... containing their queen... nevermind."

A fun diversion! I like that it's cutesy, but the ultimate goal (spoiler) is to manifest a primitive tulpa to implicitly murder litterers.

It's tricky having a theme of 'mind numbing repetition ' and not accidentally making the game itself uninteresting, but you've managed to thread the needle here. Well done!


In my game, I managed to get all the permanent prestige skills maxed (except crypto, which was at lvl10) by the end of my second job. On my third job, however, passive income went down to $1/sec and all my temporary skills showed as still being maxed out but didn't activate any benefits. It seems like the upgrades all reset (except passive earning, which reset to the lowest purchasable level) but the upgrade menu didn't.

15:18 - This game has a good concept, well executed, that doesn't overstay it's welcome. Well done!

Yeah, Brother Frog is a toughie! He guards and heals well enough to punish conservative die bags, sucks up board space to punish terrain, boost, and/or heavy die bags, and has enough endurance to go toe to toe with aggressive bags.  I usually grind him down in an attrition battle with a small highly leveled balanced bag, then either recover hp/armor with him to run it all over again or capitalize on a boost die mistake he makes to get that last bit of damage in. 

You're going to find that past 20 or so, definitely past 25, a smaller set of better dice gives you more predictability and better results. Imagine if you were slinging both of those grow dice every round or two.

Different die of the same type and special abilities can have different faces - the Overkill has high pips on each face, higher than you'd get leveling the basic attack die up to gold status.

A fantastic tool, I use it all the time now. It takes maybe 3% of the time that it'd take to do the same job in GIMP.

Use tips for newbies :
If you're getting an error from a particular Method, there's a "Select Methods" button that lets you trim that one out of the roster. If you find yourself reliably choosing results from a small handful of the Methods, you can cut the processing time roughly in half by only using those Methods. 

If the whole thing errors out repeatedly, even after F5'ing the browser, just give it a few hours. I've yet to have it fail for me for two consecutive days in a row.

When played on a phone (via the DuckDuckGo browser) the header with the game title, cash on hand, option menu link, etc is superimposed over the scrollable playing field. Because of this, the manual WORK button gets covered up pretty early on, soft locking the game.

You may want to consider having the game end in a win once the player  breaks the score variable limit and sends it into the deep negatives.

A great way to spend the time in a conference center while you and a hundred other people wait for the next presentation.

I love it! I sat out a few updates to ensure that dipping back in would be worth it, and boy was it! Great work.


I was a little surprised that (mild mild spoiler)







you can't load the water recycler in the rover and drive it back to Talos for installation, or uninstall it using the Talos workshop. The third type of water resource and prudent handling of the preexisting two seemed like an answer to the 'maintain both water and power' riddle for getting to site 3.