That is a nice deflection tactic, but we're not talking about how hard it is to make a game, I'm saying you ripped off another person, you took their ideas, you made a product that looks similar to theirs, this is plagiarism.
nulledabyss
Recent community posts
Really happy to be writing my second round of feedback so soon, it's really impressive how fast you got this out!
So, first, love the direction you're going with the events, the GPU Firesale is really fun and I found it extra useful near the beginning of runs where the extra profits from rent on the GPUs can be very substantial. The removal of the negative random events I mentioned previously has massively improved the game feel, the lack of random slowdowns makes progression smoother and more engaging.
The reworks to R&D are excellent, I like the new additions and the increase in numbers on the existing options is also very enjoyable. The addition of infinitely repeatable options is working towards the game having a lot more staying power. I especially liked the built-in cooling upgrade, the effect it has on repeat runs is felt immediately, with less clicking, lower cooling costs, and the ability to buy way more hardware with those savings, this upgrade is the type of thing that really adds up to make repeat runs feel really good.
The expansion of reputation levels is also super welcome, persistent scaling and serving larger and larger contracts for larger and larger clients is totally the core of what the player fantasy is with this theme, and I think the further you go with reputation and contracts the better. I think that the expansion to the length of a run with this has improved my opinion of the hardware selection, now that the player is able to scale further, rent/unit and the versatility of a rack to serve different enterprise clients becomes way more important, so I found myself spending a lot more time browsing hardware and designing racks for specific purposes, and the ability to duplicate those optimal racks was just the icing on top.
Now, the new addition, Crypto. I love the concept of this, and it fits very neatly into the existing systems, and adds some opportunity cost for your racks, since we now have so many different roles they can serve to generate income. Passively generating crypto and then using it to crash the price, buy low and then wait, and buy tons and dump is very fun. But it is WAY too strong as is. Prices seem to be able to be manipulated to go up basically infinitely when enough cash is available, minimum prices are veeeeery low, so when you manage to gather enough to dump you end up with gigantic positions in a coin, and then the market recovers rather quickly, then you can buy repeatedly in small increments to raise the price by literally millions of times, and finally dump for massive profits. I think that this loop should stay, but I think crypto will need some tuning to not make it break the progression of the other systems.
My suggested changes to the crypto would be this, firstly, the most impactful change I think you could make is to tighten the band on prices massively. Consider the maximum profit % a player is able to achieve with the price spread, because players will always find a way to manipulate the prices to their minimum and maximum values if allowed. Tokens like Doge and Shitcoin have incredibly low minimum prices, and so their maximum prices should be at most something like 10x higher.
Secondly, the market is actually not volatile at all, I would characterize it's behavior as HIGHLY stable, it has very strong mean reversion, and the band on those mean values is very small, trends do not hold for very long, and so buying and selling is almost always just a few seconds away if you're waiting for something. I think also, it's a bit of a problem that all of the coins act this way, the interesting thing about markets is that different assets can have different dynamics. A good example of this would be having one coin be very volatile, with frequent swings between it's highest/lowest values, so that you can trade it very actively, as opposed to a coin with very low volatility that would provide a stable source of income when mined and the ability to make modest profits on large sums of coins whenever you need liquidity. One more interesting dynamic that comes to mind is coins that stay very near their minimum values, always ready to buy and very easy to mine, but very occasionally shoots way up in value for a sale window.
The final change I will recommend in this very long comment (I'm so sorry) is much slower mean reversion that happens in larger increments. I think this would be fun in a lot of different ways, firstly, for mining it would open up windows of opportunity for profit that slam shut suddenly, forcing you to monitor and engage with the market conditions based on your play style. This change would also prevent players who just massively profited off of large sales at high prices from entering back into their positions for a while. It would also be interesting for a kind of hybrid trading and mining strategy where you mine and buy at the same time to amass a large position and shoot the price up to max, and then continue mining through the high prices.
Really enjoyed this, the multiple sources of income through VM Rentals, Rent, and Contracts keeps the data center build-out feeling fresh throughout, I particularly liked building server racks specifically for the high-tier clients, it was really rewarding! I also really love that contracts have varied pay structures, getting surges at the beginning and end of contracts and stacking them for high revenue is really fun, and I like that if I'm about to prestige I can target signing bonuses to squeeze out that last R&D.
Now, I had a few problems with the design. I think the biggest issue currently is that with how it's balanced, the Next-Gen system is really unfun, R&D takes a long time to earn, and the values on the upgrades are very low, fixed, and the cost doubles every purchase, those things together made me not want to build out my second data center after my 1st run, which was really long and I had a ton of fun with.
Secondly, I took big issue with the random events, especially the heat related ones, I feel especially heatwave serves no purpose except to force you to keep reserve cash on hand to buy cooling for your most expensive racks, that on top of not knowing exactly which racks will overheat in a heatwave feels pretty bad. There is also the fact that heatwave is rather common, and can stack with server meltdown, forcing you either lose your current contracts, or cough up a ton of money for cooling you won't need in 30 seconds. Similarly, the opposite event lets you buy a bunch of hardware and utilize it for a short time without cooling it, but as soon as the event ends you have to spend on cooling, making the event pretty pointless. The revenue and efficiency based events are also pretty boring in my opinion, efficiency audit has similar problems to the cold event, and the event that reduces your revenue really sucks to be frank. Taking a large hit to your revenue right after you accepted a high revenue contract (something players in the mid-game will be really targeting) feels REALLY bad.
Finally, I think that the hardware selection is a bit bloated, and many of the pieces of hardware are redundant, and differences in power/rent/size are so minor that it doesn't really allow for any interesting decision making. Just a small idea might be some of the components coming with integrated cooling, or the universal modules being able to fully convert to serve the role of either 8 CPUs or 8GPUs, for example, that would be super useful for making servers for large clients who reserve racks.
I think this game has a ton of potential and I really like where you're taking the concept, excited to see more!
P.S. IDK if I missed a tutorial or something but I have no clue what specialization multiplier does
Making alt accounts to comment nice things on your unmonetized incremental is certainly a decision. Anyways, game is neat, but milk breaks the game when you go over bumps and the levels get stupidly difficult part way through. I liked the debt mechanic but perhaps borrow cap could be lower and also interest.
I love the design of this, but I ran in to a few pretty severe issues, first, my save consistently breaks shortly after my first book is finished, and this happens on every browser I've tried, also, after breaking, the emergency save also didn't work.
Also, I ran in to pretty severe stuttering on the page viewer while I was trying to type, not impossible to work around, but certainly feels pretty bad and lowers my accuracy. Third, autobuy seems to just waste unlock upgrades and not give you anything, including readable books, and themed sentences.
Finally, while I'm able to import custom pages, it seems I have no way to actually generate a custom page? I could just be ignorant on how its done but I couldn't figure it out.
If some of these issues get fixed and some general polish is added, this will hands down be the best typing game that I've played. Seriously great work on the design, even with those issues I felt compelled to keep trying to play, and I'm really looking forward to seeing some of the play-ability issues cleaned up and hopefully to play on desktop sometime soon, keep up the good work!
I had a lot of fun with this, I think this is really promising, I particularly liked what you did with mining the different types of ores. Moving between silica to the two other types of ore is pretty fun and I'm excited to see if there's more that can be done with the way you mine ores that are implemented in the future if you keep developing it.
I had a bug where my metal shot up to 300,000 and then later went negative, I think both incidents happened when I plotted a route but I'm not sure. Loved this demo a ton though, this might be a contender for one of my favorite incrementals when it comes out. Even with the lack of the reset feature and the augments, I had a ton of fun upgrading to loot POIs faster, and the inventory management/light puzzle elements really enhance the whole thing. Looking forward to exploring more if this bug gets fixed! p.s. the scavenging system is so incredibly fun and I'm looking forward to hopefully automating it