Short and sweet, loved every part of it. Gj
JurasTW
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What in the ADHD hell is this... switching around from shooting with vague math equations to answering QTE typing game. Stuck on day2, rounds last 20 seconds.
Enemies should be way slower and the math should resolve quicker. New enemies just push my shot out of the first enemy's way.
Fun idea but not tested at all. Upgrade UI is pretty bad.
I love the enemies, but the switching from typing with both hands to aiming is waaaay too triggering. Overall typing and aiming are different parts of the brain. If anything, it should be separated into different waves. A wave of enemies, then a wave of phones. If you take too long to deal with the phones then you start to be late on enemies. The enemies are already taxing enough with the damage.
I want to love this game, it gives me the tentacle war vibe, but its too frustrating at the moment. And i don't like typing games.
Ever-growing circuit maker simulator.
where's the rest of the game?
Rightclick opens a dialogue in chrome.
Also makes for an easy missclick on the assembler full of resourses. Shift+click would probably be better. Couldnt get conveyor belt to work with iron ore so only was able to do straight miner-furnace-assembler-assembler to streamline circuits. And thats it. Needs more content.
Suuuuper grindy. Some bosses are immune to clicks with no explanation. Archer aiming and arrow speed makes no sense with the enemy speed. Enemies spawn off screen. Archer enemies can stay entirely off screen while damaging you.
The skill menu covers part of the screen, hiding enemies.
Huge oversight is zooming in and out the page, allowing you to move enemies around.
Spent an hour. Can't even afford to buy the first skill. Trainwreck of a game. Needs time in the oven, its so raw its pink on the outside.
The overall polish is fine, but with the balance its unplayable. I love that theres a hundred of upgrades but if the archers keep missing whats the point.
Oh this is quite fun. Sorta craved an option to put equipment on the bag, because managing the bag is sorta important and for example if the bag is stuck somewhere far away, sonic hat could be working on the walls around itself, being not such a penalty that you have to sidequest to the other corner of the map. Or maybe tactically leaving it at the end of a stripmine while you deal with the bigger volume.
more equipment, like boots, maybe to deal with new dangers. Floor spikes padded boots, lava floor heat resistant boots, ice floor spiky boots.
Only glitch i found was standing still while two minions approach creating a loud cascading noise as the minions were "z-fighting" for their little selection chirp sound.
Throwing a potion raises a dead minion, but their AI does not turn on so they remain standing there like they are still dead.
I want to sell the unused equipment. Eventually i maxed out the tree and got more minions and was able to distribute it. But i genuenly thrown a piece of equipment into the hole, hoping it would give something. Maybe it giving a chance for appearing as a new chest to reroll the piece for something else?
More upgrades. The upgrade icons were pretty much hard to read. I don't like the feeling of just random upgrading the tree because i didn't undertand what does what and there was really no agency in not just grabbing the upgrades that i can afford right now, making the shop system sorta obsolete and uninteresting after you consistently reach level 3. Maybe stronger art on the pictures would communicate more. Low key want a huge upgrade tree with multiple patch with key elements being at the tips or something. The forge is pretty fine, shop needs more love.
Overall. I want more. Much more. 9/10
in the standard itch io window without the fullscreen. Its not said anywhere that fullscreen is required to play the game. And i mean the ui moves around with the resolution. The table scales, trashbin, that's why i got so confused. You're like 50% there.. Just the ui-elements do not scale. Not saying it absolutely needs to, but i think it would be a good feature to implement, as well as in future games. Many people may open this in a side window. Its a grindy game about digging trash for an hour, might as well people watch a movie in the side window while they are at it.
Also funny that you dig throug a trashbag, and then throw unwanted things in the trashbin. the irony xD A burn barrel maybe would be a better option.
The game isn't bad, just unpolished and without some quality-of-life features. Good job anyway.
Too hard. Keep getting 2x2 random pieces so can't really chain anything. Also i keep getting enegrised on the same piece, having a 2x2 with corners energezed multiple times, as though some pieces are more likely to be energized than others. If a piece is sitting energized, then it probably not the pieces i want to put on the board. Chaining the pieces should be more rewarding. 396 max after an hour. Probably just bad luck, but balance surely needed. Some sort of 5D chess here.
Sweet and fun. Would love a newgame+ option, since didn't have the oportunity to explore all the upgrades by day 5, but from what i saw its was just more of the same.
a bit more variety in mechanics and the difficulty doesnnot curve at all, just a straight line to finish, which isn't satisfying. Feels like you can sorta win at day 3 in a reasonable timeframe.
Also some unexplained behaviour on day2, as though auto-clicker was multipying. Not sure if its the buildings are shadow upgrades or something. Screen 2
Didn't like the active skills. Its just something you have to weirdly micromanage. Toggleable automation would be better.
Over all 7,5/10 but really needs much much more content. Its finished and feels good. But would love to see more and and actual challenge. But a good point for switching to a new project. Won't blame you.


Difficult. The game is well made and cozy. Can't argue with the quality. Personally i'm very annoyed with the energy system. You kinda need to trial and error your logistic points to figure out the right amount of stamina.. also biodiversity upgrade plays against the chain together mastery..
But it lets you redistribute the points so i can't complain. Its fun and i see how this can be made even more fun. But definately needs more visual indicatorors about the previous crops.
Right now you sorta combine aimlessly. Gona wait for the contracts. But so dar pretty good.
I looove this game. 9,5/10 hits all my cravings
Only thing i hate is the rails. They are pretty much essential, so its okay that the upgrade is expensive, but maybe make the rails themselves cheaper? I think rails should be saved between runs, buying them raising max rail amount, and if you die, it just "collects" the rails.
Controls feels clunky-sticky with both keyboard and mouse. Maybe more focus on mouse pointing would be great.
Took me about 5 hours of passive distracted play to get the excavator. The ores are rare and underpriced. The diagonal mine marking would be great, but again mostly mouse related.
The points of interest seem very scarse.
But love it. Just vibing. Hope to see more and probably gona buy it on steam.
Just a little bit more content. It can stay hard and grindy, but just more exploration and upgrades. Maybe ground or wall material hints or tells or something. Really excited for this one. Game of my dreams. You're in for gold here.
Its good, but at rose stage sunstones stopped appearing on the field. Probably some weird way max objects are defined.
normal mode is pretty fun, though of course tiger lilly ability is meh. Multiple times the whole field started with no seeds with abilities, which is mathematically curious.
Overall. Pretty good though needs polish and content. Never felt that i'm actually snowballing into something amazing.


ahahah, now i know why you hid the bigger fields. The ai has no clue what its doing some times xD
On the second screen i matched every ai move and it proceeded to destroy me for 80 moves. For a moment i thought maybe its the famous "dev took over the game" moment, but the it switched from snowballing to attack and it all fell as i was able to snowball myself. The dynamoc is very weird. Its hard to lose the initiative, but once you lose it, you're done as threats always need to be responded to. The hexagonal tic-tak-toe video taked about it. You can be responding to threats untill you have enough pieces on the inside to start sending threats of your own. The tactic does not have room for dynamic responses.
Nope. I believe i accidentally solved the first. Tried a few times but get running into 51. Most i had was 56 but the endscreen kinda prevents you from analysing the board. The challenges is a great idea, like chess exercise in a complicated state, but desperately needs explanation and maybe a "the intended solution is 5 moves away" kind of deal. One can argue about how much control i have over the board, but for me I just send it without much strategy, since complicated board states like 1-2-1-2-1 have the obvious middle 1, but it all will depend on the rest of the board, launching flank attacks or maybe collecting om the side to protect corners. Its fun. Its complicated. But its a bit too complicated for me.
The initial threat issue... i believe there's no "fits all" solution. I think theres a video about "why hexagonal tik-tac-toe won't work" that explores the initial threat problem, but there are no solutions there i believe. I think you don't need to solve the flaw of the mechanic, but you might want to solve the player going in with a complete solution.
1) blocked squares - the initial blocked centre is good, but il lasts for 1 turn, not enough to prevent the player 1 from creating the first threat. Maybe multiple starting block patterns for 5 turns that prevent from using one solution. For example a checkerboard for 5 turns pattern will prevent player 1 from making a 2-1 construct on his third turn. Needs to be explored since player 2 will be able to put a threat. Maybe random cells unblocked gradually after turn 5.
2) player 2 getting a +2 on his first turn will prevent a one square
3) interest points (flat x2 cell or maybe every 5 turns it gives something. Or a cell that can be accesed (stabilised?) for a limited time and then it becomes innaccesable, or even becomes a x0 cell, voiding any operations done to it. Same can be done to some blocks on the edge of the screen, allowing risky plays.
4) random starting +- peppered in. Iffy about it as its just sort of a challenge map with a solution, but could be explored.
5) as i mentioned, abilities. The simplest i can think of is once a game being able to spend your turn to flip the value on one of the blocks, so if enemy accumulated a large number or accidentally cascaded into a large number, you could take advantage of that once, flipping a -9 into a +9. Maybe allowed on blocks >5. That would create a pressure to control the numbers and avoid accidentally creating cascades or avoid preparing big bully number attacks. Surely that can be explored to create baits or a person with better game knowledge setting up cascade laucher to make a big number and then crush the enemy's ability right away with another cascade.
Some things require new mechanics, some just extend the initial central square blocked mechanic. Up to you with what dirrection you wish to take it.
I personally have a strong feeling against "solved games" because my favourite childhood game was Mancala and this brings me back to it. If only it wasn't solved one could still enjoy it. If you haven't played it, there are a few online, you might want to try it, it has a lot of similar mechanics with cascading and setting up the board for the enemy or baiting them.
One of the issues of a solved game is the "complete information". I think it would be a different game mode, but a fog of war would be fun to explore, both players starring in one of the corners and blocked from seeing the other half of the screen, not knowing what the other player is building (or maybe where the other player's walls are and how they utilise them in their offence/defence)
Oooooh! I'll try the larger maps! WHY did you hide them from me!!! XD
Anyway. I hate puzzles, i like stategy games. I want to play it as a strategy game against complex bots. This game gets me thinking and i like it.
Good job.
This game has an inherited flaw where the one who creates a "threat" first takes the game's pace. This is easily tested in hard bots. You can go for 1x3. If you feel that the oponent has not responded to your 1x2 threat. You can try for 2x2. If the threat was stopped, you can still do a 1x3 and try from there, but you're already better off focusing on stopping your oponent from creating a threat.
Its a very fun concept, but the flaw is that its basically a solved game, you either know the solution or you dont. For example the second challenge. You basically can't solve it on your own without a solution. And there are no hints.
You would be better off making the whole challenges thing into a tutorial with explanations. Right now i'm after the bots, but hard bot is easily beaten if you just go for early attack, because else its takes the first threat and then the game is solved unless there are multiple mistakes.
A varried map with walls or more cells or with random +1 cells or a 1v1v1 or single use abilities would be perfect for this.
The ui needs work. No idea how to get from game end screen to main menu.
Overall. Very good and pretty addictive, but needs a "game"
Yeah. Its a good game. I'd personally ask for a music or sound button. Else i had to tab out when answering frequent work calls.
I've beat the demo. The demo end screen is not english.
The graveyard is a scam, till the very end, you always get more in the forest. The big souls are difficult to chase even with max speed. Maybe make big souls 40 (80) making them more lucrative. The graveyard is more difficult to walk around, so feels like a more proper reward for the skill.
I didn't get the plants. I grow them. They grow up with no berries. I collect them but nothing happens.
The max lattern is hard to understand where the circle is. Maybe add just a tiny circle for it to be a bit clearer, but its not a big issue.
When you spawn, you can go down to infinity. Maybe a barrier just out of the screen. Feels a tiny bit jank. I loved that you can go out of the hub forrest though.
The balance felt fine. Best strategy is to focus the conversion amount. Really wanted a soul catching speed upgrade, but thats fine as well. I guess thats the unimplemented lvl5 upgrades near the tree?
Kept getting stuck on terrain in both maps. Wish you could just... "dash" through it with spacebar or something to catch up with an escaping soul or big soul.
The multiple portal places on the map are very good and pleasant animation. Too bad they dont do anything. Maybe stepping on a portal gives a few seconds speed boots or something?
Over all. Very very good. ⁹/10 so far, if you keep adding content.
Its super fun and i love the visual. But the balance is off. Its super grindy, and mana bomb and mini bosses upgrades is a debuf. Mana bomb eats energy and does less for it while it takes the same time to finish the animation as it would have taken to mine it yourself, giving no benefit. And minibosses just soften you up before the boss. Especially emerald 2, snakes just spam 40% of your hp.
I want to love it, but this game bites. Its easier to to restart and skip the debuff upgrades untill later on when maybe the super grindy battle tree is unlocked more.
After making a compound the range changes so you "have to" move it. The one move limitation seems like a huge pointless handicap rng since you don have control what atoms you get. You're already handicapped with reroll costs and the difficulty spike is qute heavy. Wave 5 everything works. Wave 6 new enemy nothing works anymore. And you're at full saturation. Just not fun, i keep losing to rng.
wait, some numbers appear in the pause menu. first playground i got 144. after i xxx one time it turned 216. it might be the final xxx score! It must be. i guess the only ones one can miss are the ones in both mazes. As Lu says in the middle of the game, she might add it to the game as points to collect. I wondered if they will appear anywhere.
Saw the first scene on instagram but went in blind. One thing i don't get... How such a seemingly personal story can resonate with another person across the world so hard. Somehow this does not feel like a game but how i live my life. This kind of life might seem like a horror game from outside, and it would have been, if it wasn't actually so functional.
Hard to describe the feelings i got after finishin the game. But it was definately fun.
Love it. Very inspirational. Got the bad ending, the good ending. Not sure if i need to search for something else, but i loved it so far. Thank you for sharing this!
confused about crosstalk tooltip. total unit coutn? squirel count?
Estimated value at high numbers make the whole UI jitter. Mostly because Estimated value jumps around x2 value because of the con artist it seems.
started over and I bruteforced about 48 medals on first prestiege. But basically the amout of medals per run does not change, but the prices go higher.
Also there are like scaleable prestiege upgrades, like speed and such, and amount upgrades, like starter money. And their values are sorta making you choose between something that will save you a ...
Prestiege resets music and sfx mute.
I think mouse automation tied to squirels is freaking geniuos and i love it.
2 hours for 50 medals of grinding... squirel upgrade is 200 medals???? O_O
Perfect crime upgrade (0,0% -> 0,0%) ????
At the start of a new run old bags of money sit there until mouse brings new bag.
All i could notice. Yeah, even with good automation its still super grindy. That's not inherently baaad, you need to stretch gameplay someway. But this is kinda too stingy, yeah. Its progressively harder to get more medals, but the start is so slow that and the progress is still grindy that you might as well grind for an hour to have at least some medals for some upgrades.
Yeah. all medal prices need to be devided by 10, but the medals received need to be be less after 30 to discourage people from clingling to a run and be motivated to prestiege, but at least have something to spend the medals.
That's all i caught. I think it just needs more mechanics variety, but of course its not that easy to make them.
As I said, the game is pretty fun right now, just my experience that even with an autoclicker its too hard to earn enough prestegie to go anywhere, no matter if you prestiege often or hold on before prestieging.
Was having fun but the presteige goals and prices are kinda too high and my finger got tired. I saw that there's a 25 medal mouse upgrade, but i'm at 11 and my finger is kinda numb already. Having to click 6k times with some of it being 60% chance kinda makes this game innaccessable. Maybe some moderate automation earlier? 1 mouse auto with prestiege for more? I like that its active, but its not balanced to be active. With 15 mice and smokescreen you cant even click fast enough to send them, but you can't progress if you don't click, making it different from a cookie clicker.
Just my feedback.
I enjoy the style, but the balance and upgrade variety could be improved.
8/10
After mirror knight next lvl endurance kit 4 restores 4 while endurance kit 2 restores 5. Kinda weird. Its more like i have an uncomon lvl 1 and i'm looking at a common lvl 2. Same with heavy ring. Lvl 2 is same as lvl 4.
Battle hymn and scrying orb. One is just superior to the other.
Warg venom useless on its own since it needs higher maximum attack. Same with night's tale. Not sure if it works as intended. Medicine? With every loop you get more and more of this trash in your loot table. I skip 7/10 chests. Skipping a chest could at least give something and not be a waste of a torch. Exploration beyond having a good set is punished. Same with full heal at max hp, maybe at least overheal 1? +1 max hp would seem to break the game probably, but the rescue villagers full healing when full is just ugh. First time i got a max armor villager, i was like "well thats freaking better"
Blitzclaw hunter quest does not work for some reason. Maybe blitzclaw 3 isnt on the list.
GETTING KEYS IS SUCH A DRAG. Really wish they'd be lootable. You start with no keys, why have locked doors on first level. I found a shopkeeper on lvl4 eventually with cheap keys.
Difficulty spike makes items non, optional. Gorgona makes speed only builds useless, mimics force you to get max hp. Mending x3 is pretty much forced. I was doing fine with momentum snowball but eventually enemies kinda oneshot 15hp.
Easy to get stuck with a 3 way skeleton dungeon.
Having to go grab all the quests again every time you get noitad is a bit lame. Forgot to do that multiple times even for good runs.
Skeletons's slash looks like a shield.
Mirror knight battle resets your animatiom speed for some weird reason.
Other than that...
The game is pretty great actually. I wish there was more enemies, but the encounters be more avoidable. Visual style is delicious and varied enough. Permanent max upgrades with start with deeper leves would be great. More quests more everything. At the moment it feels kinda samey for 11 levels. But thats not terible. 9/10. Lots of love felt in this. Thank you!
Super nice style. But the perks kinda didn't work. Had backstab but it knocked back the enemy instead. Walked into the enemy with the candy but didn't seem to do anything but waste a turn. Shield is a must it seems, no other way to heal and the damage is uavoidable from stage 1.
Would really spice things up if you can select what the second coin should be, right now push-tank is the only survivable build. Tried the backstab swap but really doesn't have enough mobility. Paperclip too hard to set up.
But enjoyable still. Gj.
This is so weird...
First i made 4 ships. Realised i dont have money for the fifth one. Removed all the ships... and got only about 70% of credits back.
So restarted the game. Fine, be that way. Made 5 cruisers against 2 heavy cruisers... 1 ship survived. 400 credits? I'm down 1000 credits from this battle
Restart. I guess i'm just unlucky?
Lets go 1 cruiser 3 heavy cruisers. Full spend. No way can i lose. And the enemy just keeps focus firing my ships one by one.
Lost. Lost. Lost...
1 won... ok. Misclicked "new game" out of habbit.
Ok. 4 v 4, my heavy cruiser has 280 hp. their heavy cruiser has a shield and 784hp.
Game is just unfair.
Also "slower attack" is a tad confusing. Attacks later. It still attacks the same amout as the smaller weapon. More than that. Enemy often attacks first anyway, destroying my ships before they can fire a shot.
Only viable strategy is to save for the biggest ship, because you will lose 30% of the battles to pure randomness anyway, might as well try to go the the next battle with a good ship. Because the starter money is all you get, the rewards won't even get you cannon fodder. Smaller ships are less optimal.
Could use a speed setting on the battle to solve it quicker.
Pretty upset with the game. Its not terrible but the balance is pretty infuriating.
You can't stack triangles, silly!
Got to 195.4m by building two towers and dumping triangles in between them. First the squares started shifting-squeezing eachother out. As though square is same weight as the rectangle, so its 2 times more dense.
I missclicked and put a triangle on one of the towers so continued with one.
Then the crane stopped giving me pieces.
Overall good prototype but needs spice.

