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JurasTW

175
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2
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A member registered Mar 11, 2019

Recent community posts

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Been playing the steam version.

Biggest issue i noticed is tripple yield on crafting. I worked for artisanry a lot to get to 11% but watching the game for 15 minutes i didn't get a single tripple yield. Check the code if its implemented.

Oh nevermind it just does not give the notification amount right, but now i started noticing that both material save and tripple yield give enough, just that the numbers were so big that it kinda slipped.

Balance is still weird. Worst part for me is production, you can't idle it but it takes a silly amount of time. I think all crafting, aside from armor maybe, should be faster and bigger batches. Biggest offender is cooking. You need yo spend x amount catching bugs to spend x amount catching fish, to spend y amount to fillet the fish to then x amount to cook the fillet only to then x amount again to make ginger fillets that will last you 2 minutes of 12%xp. By the time you make a substantial amount of fillets you're max level at all the skills basically.

Same issue with charms. I was way into 30lvl by the time i got the related charms from cashes, so the mining and woodcutting charm only gives depletion rate which isn't exactly an issue if you do the tasks.

The meadow familiarity xp is better now, achieavble in one day. You basically get to level 8 in a few minutes on all skills now but that won't be an issue if the maxlevel is raised.

Task are stopping me from mostly ignoring combat till i get gold armor, but you can do the fox tasks with copper armor and continue to gold.


Waiting for more contents!

Main quest dificulty kinda skyrocketed at 15 cave skellies. Meadow familiarity isn't a hard grind, but it completely stalls the progress towards potions that are making life only marginally better. At 22 foraging and 55 meadow lvl i'm forced to collect dandelions 1 xp at a time , about 15 mins a level, just to start collecting ginger to make the future grind may be 8% less unbearable. Tripple  yield should affect meadow familiarity too in my opinion.

Fishing bugcatching relation is a good idea, but you should get more bugs per operation. I got all my fish by idling shore crates  to max out Nayo and i probably aint touching fishing cuz thats just a pure timesink.

The "strong against" modifiers seems like a good idea... but all i get is against against giants, againts mythicals, against shadows, against dragons... i haven't seen them in the roster? Or is it a translation error?

The max level 30 cap is a bit weird too, you'd assume working towards all the xp pets and skills and stuff would pave a way for getting more and more mastery.

Upgrades are RL money type expensive. Like, by the time you have 15k to spend on a 2% efficiency increase you probably maxed out all the skills at this moment.

Hunting and tailoring are underused.  Maybe make me make leather armor for all the girls for another passive? Nayo is the only one who has a remotely cross-skill skill of them all giving some stuff from some other stuff.

Right now the best strat would be leave your pc idling dandelions for a night before anything else because really the alchemy only starts properly once you have access to ginger. Then maybe idle scouting. Then maybe hunting because those skills don't give you anything consistent that you would want to micromanage.

Its nice. The 20th levels are where the grind kinda starts. Needs a bit more stuff and more quality of life features like more information about resources and estimated times and results. Open quest dialogues don't update the amounts, having to switch the tab or reopen the dialogue, but nothing gamebreaking

Add more pizzazz and non AI H-scenes for romance and you have yourself a solid $5'000 game. Low key in love with Nayo though same thing with info clarity, not sure how much she affects combat and the active skill triggers kinda mostly miss, ending up shooting out blunt.

Hope to see more stuff! 9/10 needs a bit more love and spice and time in the oven.

You made tetris into a gambling game.

Why?


I never liked tetris, but this is kinda fun. As a person that tends to take risks and shoot for the titular 4lines, i felt like the reward wasn't quite on the same level, feels like the mults could give more since the upgrade costs climbs very steeply while not giving a lot of return.

Also hiding the upgrade tree feels very frustrating in this, since you have to travel through the same 5 colors only to get the same zombie upgrade which is totally pointless.

More mechanics are needed. There's a solid gameplay loop right here but needs actual balance and actual mechanics, intentional and "unintentional" interaction.

Finished the playtest with about 5 lucky tetrises basically. Good but  way too little content right now with bunch of questionmarks.

Upgrade field needs to be draggable

All that work for a somewhat anticlimatic endgame.

i'd say the research facilities make prestiege obsolete, but i kinda like it this way more. I still can't use yellow servers, let alone new green since theyve been scaleing up with all the x2 heat/money upgrades so purple is the steady thing.


Imho research buildings need upgrades too, something weird like overclocking tiles. And of course the only way forward from here would be another currency and another line of upgrades.

I personally feel that liquid cooling is at a dead end. It would have a great spot as a hull buffer but it currently requires too many upgrades to make it work.

Overall once you get over the fact that you need to treat it like a minefield its actually an enjoyable idle game.

Endgame QoL features requied though. I spend a minute to figure out if my heat it climbing or falling with these numbers, trying to finetune the heat to leave RP to idle for the night. Could use an indicator if i'm in the green or red.

Ah, from the creator of the most annoying and confusing idle game "idle os defragger" comes the most confusing and annoyinh minesweeper!

I restarted the game 5 times until i saw a Llorx saying i need to hover the resourse. The top decorations just waste time loading up since a campfire can be a resource or an animal. The bonuses are inconsistent, i get 200 bonus on one click levels and get 24 for actual levels whrte i needed to aim, so i presume the bonus is time based? The less resources you get the more mony you receive?

I placed a flag once by accident.  Couldn't remove it but luckily i had all the resources oüen already.

Max upgraded at first location. The second location is just more of the same not worth the 500 i collected for it. Found the looking glass and potion. I think they should stay between the levels.

Other than that. Has potential but is way too small.

Really fun. I miss these kinds of games, reminds me lego flash games from the good old days.

i skipped a box few levels before and still passed. On the big climb i managed to collect a lot before i ran out of parts. Mostly have trouble on the stacked 6 boxes on the top as i managed to access the top ones but didn' get the rest and the upper right corner loot room as i ran out of parts. Safely brought them down by dropping onto the zipline.

And the big climb just loops to the first level? Was the amount i got enough or...?

A good game but no polishing up the balance and no end screen.

Heartland sends big fat tendrils now.

With 150 max energy this just stockholm syndrome by this point.

something freaky with ui today.

100% zoom chrome

Big boss is unbeatable duo so progress fully stuck. can't win.

Basically the big barrier that both stops from progressing overall and stops from receiving xp too. Easier to just let a fallback happen until a beatable mode comes.

Oh, the new update 5 mins ago corruption is way faster now... back to a purifier a minute strat. This has no afk value...

Ah, i thought its a one time fix. Wellp. We'll see if its defendable then...

Oh, so there are efficiency stats that you have to fill or something. Completely confusing.

and the game died on fog bank.

No clue what the game is about. Just stack L4 springs facing the reservoir and you're done...

Its fine. No endgame, no sound, simple ui and graphics. About 15 mins of game that really hurts your foot.

At the moment i'm online alone and its just aint sustainable.

Gods have spoke and added 10 max energy to the energy pool, but as it is it just feels like this game is disrespecting my invested time.

I choose to let it burn because its impossible to hold grown like this on wave 22. There are 11 hearts and i just don't have the tools nor time to contain this.

Will be back when there's personal progression.

Maybe they should scale from level and use, allowing different people to become more potent with the skill they use. Those who focus single nodes gaining damage while those who want to use pulse instead of single target gaining that. Also it seems that using purifiers limits your xp gain compared to pulse, so its better for personal progress to focus on using pulse repeatedly instead of actually progressing the wave. Purifier seems like an inhibitor so you only get so much xp from the investment.

Aww, server down just as we almost finished wave 20. Bummer.

Fun, but i wish levels would allow to make more impact. The 24 level guy was barely scratching the surface on an overrun map. Would love to have an oportunity to upgrade the skills and have a bigger energy pool. Right now its barely a minute before you max out on energy and can only push two buttons before getting distracted for 10 minutes again.

Seems simple at first, but yeah, there's a lot of strategy involved regarding where to overextend, where to maneuver and just some silly luck to finish the enemy off.

At the moment the attacker is at a disadvantage and its best to defend until you get an opening to rush enemy base.

Balance needs to be tweaked, for example points of interests in the centre so that the defender wouldn't always be at an advantage, stocking up troops and making attack too difficult.

Overall, needs a bit of polish, quality of life stuff like pointman pawns having available paths marked, allowing to skip selecting the unit for faster pace.

AI does not know that it needs to defend the spawn line else its gona game over. Needs a harder ai that has a weight towards saving itself. 

But enjoyed it.

Super cute game! Really well made. Discovering the x2 upgrades was super intriguing. Seems that using them on drones is the intended path. Really wanted more kinds of upgrades.

Actually didn't want to finish it, but after 40 minutes and everything unlocked there's little to do. The last interesting thing was the bullet prism.

Either way, 1-2 more zones would be great, but the game is perfect as it is. Great work!

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Super fun concept, but the balance is arguably bad. Tiers don't overlap too much- no matter what expensive upgrades you work for, your best strategy would be to stay in the tier until you get the affordable bank upgrades and enough balance to switch from one quad to the other quad since your current setup will burn up the moment you put the next server in.

An idle game with extra steps, but the progress inside the tier is very samey and boring in my opinion, most idle solution being a flower pattern.

But its just my experience, maybe i played too much mekanism and am spoiled.

Other than that, a very good and fun game, well made. Good job.

Ah, was working on the setup,  misclicked and accidentally placed neuromorphic without a vent and burned everything up and left with 2m in account, burning up all progress billion progress to the ground.... kinda savage...

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after lucky strike 2/6 a branching upgrade is stuck behind higher money 2/10, cant click it.

Hate the combo clicking, on a weaker pc you get a lot of framedrop so you have to click with no cue, no idea if i'm landing the combos or not till about 3 seconds later.the skill tree is lagging a lot as well.

Overall fun and well made mechanics, but skilltree is a bit bland with no graphics and such.

The positive happy cheery chill music and the quickly growing dept is something so american i can't comprehend. It would be better off with a horror twist.


Went from earning 50k a day to 13k a day with no apparent reason. Reeealy can't land the lucky strikes as it starts spinning so late into its own timer.

I'm actually watching how the debt rises and i have no money for upgrades as well. I feel like i got scammed... xD

Horrible framedrop on the map, as soon as you pick a reward.

Really love the following doom mechanic instead of a flooding one. Still "boss caught up to you" ruins it a little since there are a few dead end paths you kinda want to explore. Two steps forward one step back...

Had super big trouble getting a good deck since removals arent guaranteed. Black empties are super bad at start of the game, making me lose most of my hp before the game starts.

Boss is 300 and hits 45 and most i got is the clock attack that scales from used blocks while visible, hitting once for the incredible 36.

Overall very good idea, but too complicated to balance.

Visuals and audio are stunning. Gameplay loop not so much, good moves arent obvious, you have to solve 50 puzzles in a fight with all the disables and sturdies and missplaced buffs, its exhausting. Difficulty needs to go down like 60%, its fun but a real chore to play compared to just stacking cards.

Super cute game. A bit of a menu hell, surely there's a bettee way, but had a lot of fun playing even as it lags a lot at 50/50 buildings. Also seems that even empty buldings tax the framerate, maybe make the building pause for 5 sec if it is at 0 before checking again.

grabbed every resource. Really annoyed with the 1 block tree islands. Got to tower 397. Wondering if there's anything at lvl 400 if you abuse the travel distance bonus. Upgrade menu needs "shift" capability for multibuy.

Overall 9/10, needs more content, maybe another resource.

Quick growth resets the growing carrots. Very obvious on max island size and high autoclock.

The start is very tedious and needs to be balanced out

Else, pretty fun and satisfying. Good job

Sudden demo end is sudden. I think the dwarves should have a little bit more autonomy, maybe an ability to place a flag and they would automatically gravitate towards mining towards it micromanaging being for rushing some particular path.

I think one resource for everything is a bit weird, giving no insentive than to dig straight down. Maybe more dense rock nonvaluable rock around points of interest and bigger rewards compared to just dirt would make path- building more engaging.


But a great game so far- just needs more love.

Reached 25 corebreaks, hoping there's something else, but nothing, so left with the feeling of there not being any replayability. Was a fun 2 hours invested, but as thought there's no hook to continue.

The visuals and mechanics are fun, but the gameplay itself quickly becomes boring with nothing to do. Especially tedious that you can't corebreak without leaving the autoplay. Also corebreak feels pointless since if you reach it once then you probably can reach it again the next run.


Demo cutoff feels sudden and unexplained with upgrades locked behind telurium withouth explanation as well.

Anti-pooling unexplained- since it sounds like it should spread out the smashers- but you actually want them to bunch up to reach the core faster.

Overal good but needs sidecontent, be it story or something other to break up the monotony.

From the issues i've encountered coins tend to glitch out right at the collection spot, as in they are waiting for the further away coin to reach the collector before they can collect. Same issue with multicollect. With multicollect 5 you still will collect only 2 if your stack needs two to merge. Small annoyances like that that slow down progress.

Biggest issue i have is yellow coins. Yellow coins destroy everything, even yellow coins so its sorta a bottleneck and score destroyer. If you optimise for orange coins, you get 100'000 score, if you optinise for green, you get 150'000 score, so you kinda need to ignore yellow coins to progress.

Banishing red coins progressively makes your score smaller because you can't stack up green coin value.

Fun to figure this out, not fun to be stuck with your choices. But goal cleared RUN (80)

Had fun, thank you!

Suprisingly fun. Not as hard as other "puzzle" games. Enjoyable, satisfying, forgiving, and as though has multiple solutions, more about "getting to the result" than about figuring out what precise movements the sick autor thought out.

From bugs. The end screen the door swings around like a propeller in closed state. And any level with a lot of space, for example it having an "outside" really tanks the performance. Probably the account of tiles compares to when its in a room. Playable but even the audio distorts.

Very good game.

Shop is broken, bought upgrades till everything became [too expensive] and they never switched back to available. Also after you get gold upgrade it didnt turn bought and stull accepts money. Seems like a sequence break of some sort. Did all the quests quitout the upgrades, not sure if its all. Wish could explore more.

Cute game. Reached slime 13 on first run before disolving in around an hour. Left unsatisfied with the lack of endgame after that. Still fun but not enough content. Automerger works predictively from top left, which is a good thing allowing you to sort slimes. But theres nothing to do after max upgrades.

Suprisingly fun, thoug really wish you could apply more stickers, since they are hard to get. I started oneshotting after day 25. Thought i just got a really good snowball combo with the money sock, but turned out that the client hunger became 0/0 so i'm at day 30/8 just doing gordon ramsey here.


Pretty fun, but a lot of anti/snowballing limiters like utensil limit and the fuels being 3 steps forward 2 steps back. Wish utensils could be merged like red slime + points and red slimes spawn each turn.

Cutting out mastery upgrades from demo is the wrong angle on "there are more features in the full release", but my productivity thanks you. This was a perfect time killer at work. Now i can focus again~<3

So far the biggest issue is that there's nothing to tailor, since there's no decition to be made, every upgrade incrementally increases your gains by a little bit and you just have to go from 1$ to 10m$

 if you want a skill tree make a proper skill tree, so far its just a checklist. You don't get autopilot you'll be doing circles with your mouse for an hour.

I think this is out of the scope of this game. Just lower the prices to make this 10 minutes to beat, the content is artificially stretched and one can feel it.

Fun game. Very stylish. Resources despawn way too quickly. Going from biggest planet to sun went from 10k resources to 2k because drones couldnt keep up. More content required but its a fun game.

I unlocked a previous zone after harbor, i don't have an incenerator at the recycling stage, so it seems i softlocked myself from getting ashe, waisting 30 mins with no progress prestiege? Stages probably need to be tiered to avoid this mistake. I agree that the balance is off, spent 30 minutes doing pretty much nothing.

Help. I wanted to scroll down, so inpressed [s] a few times spawned 100k ppl and broke the game

The cutest game. I love it. Its been a while since i've seen a puzzle like this. Usually they stack and stack unlockable abilities to the point that you pretty much never use the first ability anymore. 

I love the feeling of. "Oh... i could have done it from the very start?..." so incredibly fun. The fairest puzzle game of all time. I wonder what the japanese text says, but its so funny that its designed so well that you don't even need it

I mean, the loot needs something valuable. It just happened to that everyone Looooooves material cases.

of course an obvious thought is to make it random every prestiege or every outpost buys their own thibg at high price, making trade convoys a viable strat.