This is posted as phone browser compatible, but doesn't appear to have any interactive UI components on that platform. No clicking, dragging, or value fields to interact with.
E5Burrito
Creator of
Recent community posts
A substantial update! Lots of new layers/features. Pretty neat!
On my Android (Duckduckgo browser) it's truncating the bottom of most screens, though. So I can't access the high end generators/cooling systems/multipliers, can't see what's actually happening in the network hacking section, can't access the button I can see two pixels of in the prestige menu, etc. The new mini games seem to mostly need a keyboard? Precision, for example, just keeps cycling until I hit the close button and take the heat hit. I do really like that the penalty for failing a mini game is so minor - I'd be willing to keep playing despite that, if I could still reach all the necessary upgrades/prestige options.
Early days, and for a jam, but if you're willing to accept some criticism...
If your game is browser-play only, having a quit button on the main menu is kind of pointless. As it is, it just crashes everything and requires a tab/browser reset to play again.
Dollface is sporting iron sights, not a scope like she says. I dunno, maybe she's being sarcastic?
The timer is a little subtle, it took a few failures to ID why my dates were ending so badly. Maybe thicken up the bar a little, or move it adjacent to the romance gauge?
Ya gotta get out of here with that 220V outlet on the win screen! We use 120s in America, the Eastern Hemisphere wall outlet really stands out as unAmerican.
Reconsider the farm as a titlescreen backdrop - the game leans hard on the "Rednecks as hicks" trope, and while farmers can be Rednecks in the literal sense (Southern American outdoor blue collar workers) no 21st century American farmer has the mix of laziness, ignorance, and xenophobia to be described as a hick.
Gripes aside, good work putting together a system that feels tense and a little puzzle-like. I dug the Southern Fried Hatoful Boyfriend theme, too. Hope I get to play a version with Angelica and Amanda II some day.
Please consider implementing an end state as well. Even with an enjoyable game there's always a sour sense of frustration at the end when I have been grinding for a while and come to the reluctant conclusion that there's nothing else and I've been wasting my last 10/20/60 minutes hunting for a resolution that isn't there. I think that's a common complaint in the indie-clicker-sphere.
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.
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.
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?
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!
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.
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.
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.
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.
"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.





















minigame screen truncated. Poke-and-drag doesn't move the focus within the screen, so in this instance I just had to take the L since 9E was somewhere out of bounds



