Game is like 90% afk waiting
nathanfohkens
Recent community posts
Thanks for the game!
I think the game needs a lot more upgrades to reduce the repetitive actions. To fully complete the game the amount of back and forth movements with the mouse has got to be nearing 5000 movements if not more. The risk of actual RSI from playing a game is a little too high...
My ideas:
- Desk fan/conveyor belt upgrade to automatically move the tickets to the scanner. Can be further upgraded to work faster/on more cards
- An upgrade to be able to right-click tickets on the table to move them to the scanner without having to drag with the mouse (reduces 90% of the mouse movement of having to travel to the scanner and then back to the next ticket everytime)
- Be able to collect the profit of a tickets you're checking from the scanner by clicking anywhere on the screen in the same way you can when discarding a losing ticket (reduces the mouse movement by 100% of having to travel from the scanner to the collect button and back again everytime)
- An upgrade to repeat the previous purchase exactly (reduces 3 clicks and 2 mouse movements to a single click)
I just don't think it's worth it to be moving around a mouse so much just for a game that's supposed to be relaxing
So I got nearly 40k prestige points when I finally got to tier 25, which makes multiple presiges rather unnecessary. Personally, I think it took me a total playtime of like 20 hours or more to AFK to get from tier 20 to tier 25.
I think that if you removed the tier requirement and changed the prestige points earned to be the max tier you reached or something then that would make multiple runs something worth doing. I dunno, there's lots of different ways you could balance that out.
The orbs orbiting the magnests is pretty cool though!
I finally got around to doing a little math, I don't know the actual ratios you use for the spawns of each pool but these values seem pretty accurate to me from my experience of running the game.
These values assume that you're constantly spawning orbs (ie there's no cap on the number of orbs present, or orbs are always able to merge), and that you're starting from zero orbs each stage.
The formula is simply:
Longest/Shortest Time Required = Tier Orb Value Required / (Min/Max Pool Orb Value * Spawn Rate unlocked by that point)
Hopefully the formatting of this table is readable... (edit: it's not so I've just left the results)
| Orb Tier | Orb Value | Longest Time Required | Shortest Time Required |
|---|---|---|---|
| 1 | 1 | 1.5s | 1.5s |
| 2 | 2 | 2.4s | 2.4s |
| 3 | 4 | 3.6s | 3.6s |
| 4 | 8 | 7.2s | 7.2s |
| 5 | 16 | 7.2s | 7.2s |
| 6 | 32 | 11.2s | 11.2s |
| 7 | 64 | 22.4s | 22.4s |
| 8 | 128 | 22.4s | 22.4s |
| 9 | 256 | 44.8s | 44.8s |
| 10 | 512 | 44.8s | 22.4s |
| 11 | 1'024 | 1m 10.4s | 0m 35.2s |
| 12 | 2'048 | 2m 20.8s | 1m 10.4s |
| 13 | 4'096 | 4m 41.6s | 2m 20.8s |
| 14 | 8'192 | 6m 15.5s | 3m 7.7s |
| 15 | 16'384 | 6m 15.5s | 1m 33.9s |
| 16 | 32'768 | 9m 6.1s | 2m 16.5s |
| 17 | 65'536 | 18m 12.3s | 4m 33.1s |
| 18 | 131'072 | 27m 18.4s | 6m 49.6s |
| 19 | 262'144 | 48m 32.7s | 12m 8.2s |
| 20 | 524'288 | 36m 24.5s | 9m 6.1s |
| 21 | 1'048'576 | 1h 12m 49.1s | 0h 18m 12.3s |
| 22 | 2'097'152 | 2h 25m 38.1s | 0h 36m 24.5s |
| 23 | 4'194'304 | 4h 51m 16.3s | 1h 12m 49.1s |
| 24 | 8'388'608 | 9h 42m 32.5s | 2h 25m 38.1s |
| 25 | 16'777'216 | 9h 42m 32.5s | 1h 12m 49.1s |
| 26 | 33'554'432 | 19h 25m 5.1s | 2h 25m 38.1s |
| 27 | 67'108'864 | 1d 14h 50m 10.1s | 0d 4h 51m 16.3s |
| 28 | 134'217'728 | 3d 5h 40m 20.3s | 0d 9h 42m 32.5s |
| 29 | 268'435'456 | 6d 11h 20m 40.5s | 0d 19h 25m 5.1s |
| 29 | 536'870'912 | 12d 22h 41m 21.1s | 1d 14h 50m 10.1s |
| 30 | 1'073'741'824 | 25d 21h 22m 42.1s | 1d 14h 50m 10.1s |
This game reminds me a lot of Atomic Test Incremental. If you haven't seen it before I think it would be worth looking at some of the upgrades that game used and see what might work in your game.
Prestige currently feels like an impossible goal. I personally feel like the amount/value of the orbs that spawn per second is super low.
Personally, I think that the game should keep track of the amount of each tier orb there is and try to make sure there's at least 4 or 6 of each spawnable tier by using a dynamic weight for the chances to spawn. I also think that the maximum number of orbs can be increased, or it could be a scaling amount that you can upgrade. That way if someone wants to actively play they can, and if someone wants to idle/AFK they can still do that as well.
Scales a little too slowly IMO, and the spinners don't really feel all that useful. If there were more upgrades for spawns/second or earning more points for the higher tiers, that would help a lot IMO.
Having a popup showing the points gained when two orbs merge together would probably also help with understanding how the points are earned.
I think that the game would be better if you could prestige earlier in the game rather than at the end of the game just so that you can get back to the end of the game again faster?
Either that or for there to be something more to do after Dyson Sphere, and make it known that there's more to do before you prestige.
I love the fact that there's a dark mode!
And I almost want to think that research should require an amount/second rather than a nominal amount, although the way it is now is probably less confusing.
All in all, a great little game!
It was an enjoyable game, feels a lot like Shapez and Shapez 2. There's certainly potential there.
It would be nice to copy/paste, or to hold shift to place multiple of the same object.
Adding more "goals" or "checkpoints" would also make the game a bit more satisfying to play in the longer run.
The Spectrum Reset also isn't very obvious when you unlock it; I was about to quit the game before I even noticed it.

