Lots of fun so far. My one gripe is that having 11 drop types on the demo floor puts you juuuust shy of getting a second soul from the “toy collector” +1 soul per 6 different toys upgrade. Feels a tad cruel!
Morhe
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Yeah, can confirm, the third pass actually took longer than the second, mostly waiting for the second mushroom to drop. Though I suppose I could have waited to use the first until I had the shards, and just built up battery to claim the starting fledglings
Overall quite a lovely experience for a short little incremental!
First prestige observations now!
I notice that upgrading with a mushroom sets the time to 5 but doesn’t check if it would be faster without the mushroom; if you use one on the first crank upgrade, for example, it goes from 2 seconds to 5. Not a super big deal, but easy to fix, obviously.
Speaking of RNG, I’m not sure if I just got unlucky pre-prestige and insane luck 1st prestige, but after having to spend nearly hour to get to prestige 1 prestige 2 took under five minutes; I got 3 shards and a second mushroom very quickly. It feels a bit like the pace difference between prestige layers is a bit over-tuned, though again I don’t know if that was just odd luck in my case.
Feedback after just having finished the first phase:
I gotta say the RNG feels a bit harsh. You quickly get to a point where it’s not worth upgrading without a mushroom (3+ minutes per upgrade) and I only found two of them the whole phase… which makes the 6 minute wait to prestige feel like a bit of a slap in the face.
Would also be nice if canceling tasks refunded the resources; I lost a few ectoplasms due to forgetting that I need to hover -above- the button I want to click while waiting for scavenging to finish
That probably means you’re over-stressing the character; if you get too much “Dubious” you stress out before you’ve gathered enough Solarity to convert to Lunarity. I’ve found 3 copies seems to be the sweet spot for the early game, 4 if you want to end a run prematurely.
Dubious as an upgrade trades longevity for speed; you get 3x (4.2x after upgrade) Solarity, but 10x more stress (for 3.33x less Solarity-per-stress total). It makes the run faster, but gives you less out of each run.
I know about the “leveling up spawns something one tier early” stuff… but it still doesn’t explain how incredibly frequent that is in enemy groups, or how often you run into things like a perfect combo like cammel/kangaroo, not just one or two turns early but buffed up a bit as well; you would think the odds of something that would be fairly low, but if the groups you face in the game are any indicator then either players are able to pull it off reliably at multiple stages of game, or the game isn’t actually pulling other people’s groups and is generating them locally.
In either case, it doesn’t explain how many times I’ve run into turn 1 groups with setups that look like they required more than 3 purchases to build, before that’s even an option.