Yeah it's not doing that. :( I have been closing the game after each win before clicking continue and coming back later in case that is linked. It does recognise that I've played before when I come back because it gives me the continue option and doesn't show the tutorial again, but it's still just 1 wood per click.
Vellidragon
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I've gotten to the bonus achievement ending twice but the output hasn't increased, would I have had to click continue in the same session as reaching the end? I initially thought the resets were speeding up tree growth slightly, but the comment below made me realise it actually was supposed to double the resources per click which it hasn't done for me (I've been doing this over a few days, closing the tab after I reach the end and it takes me back to the title).
Well, I guess I "win". :>

Some thoughts:
- The beginning of the game is really slow, especially before the first Dark Matter point. It does get faster and more rewarding later, but it was hard to sit through the early game when just getting to $1000 feels like it will take forever.
- the Range upgrade feels pretty useless with how tiny the increases are (and it seems to be the most expensive to max out of all the ship upgrades?). I never went for range because there were better things to spend the money on until I was already earning so much that it didn't matter.
- Asteroid capacity upgrade is often buggy after reset and doesn't let me buy it or only with a delay.
- Some of the upgrade caps are odd, Frequency caps at 100 even though it doesn't seem to do anything past level 50 and Rare Chance caps at 999 so you end with a chance higher than 100%. I'm not sure if these are meant to do something like spawning extra asteroids at high level that is just not documented or if they're set up wrong.
- On that note, even maxed out frequency eventually cannot keep up with the mining speed anymore, though this happens pretty late.
- The ship with auto controls and autobots will sometimes collide with asteroids and start drifting in circles without being able to target asteroids anymore until they eventually recover. I'm not sure if this is intended or a bug in their movement.
- DM costs seem to have a value after the floating point but it's not shown, which can mess up your planning if e.g. you reset with just enough to buy a 15 DM and 1 DM upgrade but it turns out the 15 DM costs a fraction more so you can't afford the other one. It also stops showing the precise amount of DM you get for a reset at 1k already even though the remaining numbers are still very relevant at that point.
- Very minor, but there should probably be another way to bring up the menu than pressing Esc as that will take you out of full-screen mode first (at least in Firefox). I thought clicking Pause would bring it up.
All in all this ended up fairly addicting once I got past the start. I think speeding up the beginning is probably most important rn because being so slow makes it hard to want to engage with the game, even if the later parts are more rewarding.
The core gameplay is interesting and I enjoyed the first stage but the health increase on the piggy banks is much too extreme.
There's a huge roadblock after each stage unlock where I was just grinding for money for numerical strength upgrades so I would stand any chance against the new piggy banks, which is boring and doesn't feel incremental since I'm just trying to get back up to the power level I had before. The stamina system also feels similar, you're not really getting stronger when your upgrades are being devalued every stage until you grind your way back up.
It also felt like a lot was decided by the random mine spawns, which only have 10% chance to spawn at most, making runs feel luck-based.
I completed the demo but I wouldn't want to play any more stages of this with the progression it currently has.
I feel like something is wrong with the collector upgrades because their inventory was suddenly back to 5 at some point and their speed just went down from 2.6 to 1.9 when I upgraded it. Not sure when this happens and why.
Fun game, but after a enough speed and inventory upgrades, what was slowing me down most was having to wait for the animation for selling materials at the shop to finish before I could sell another batch . Maybe it should be more of a purely visual thing, or some way to speed it up, though it takes a while for it to become relevant.
Buying more of a food item seems to reset its bonus from Improve Food, and I'm guessing it resets cost reduction as well. Clicking the UFO also seems to have stopped working at some point after boosting food spawn and click power. Seems like a fun game but these interaction bugs are making the progress bars much less useful than they should be.
EDIT: I might be wrong on the clicking and the boost is just not very clear at fast spawn speeds.
I thought this was going to be slow and punishing with the escalating hitpoints and cost inflation, but with the way the coin upgrade works, I quickly got to earning so many coins that the number didn't even fit on the screen, essentially breaking the game.
Never found out what the "magic power" and "damage timer" upgrades do, and "decrease cooldown" didn't seem to do anything either; I thought it would lower the auto-attack timer but it's at 0.00s now and nothing has changed.
Fun and creative take on an incremental game! Would really like to see more numbers/stats though to be able to make informed decisions. I was just cycling through the upgrades without really knowing what to go for and some things felt unclear (what is "residents' money multiplier" (bank upgrade) as opposed to "amount of money in pots"? What upgrades affect the gnomes' idle output and how? How much money are they taking that is reduced by the tax receipts? Etc.)
It would be great to be able to see things like multipliers, idle income, current click power vs. the health of the pots, etc. otherwise it can feel like guessing and also harms the feeling of progression in a game like this when the stats are obscured imo. I want to see all the numbers going up! :V
(Apologies if there's already a way to see this stuff! I did check the options etc. but didn't find anything)
Sawmill upgrade is very buggy, it caused all my wood to disappear when buying any wood upgrade and go into negatives during gameplay. Eventually the wood spiralled out of control in the other direction and it spawned so many sawmills that the game crashed with a browser error.
Sacrifice also acted weirdly as it let me sacrifice again immediately for the same amount of points, allowing me to get unlimited prestige points. The number in the UI also doesn't go down when buying upgrades with them(?) so it wasn't clear how many I had.
The game seems fun but the weird behaviour (web version) kind of broke it. :(
The world-building interface is pretty buggy, it started treating one of my clouds as a forest somehow so I could place a wolf, tree and hut in the sky. :> Also tends to leave parts of the interface sticking around on the screen (they eventually go away by mousing over things repeatedly).

The concept is interesting, though. Would be nice to be able to remove things you've placed since there's limited room.
Cosmetics replacing cactus points as a reward feels kinda bad, especially since passive generation stops during fights. Makes it so you're missing out on points even if you win (and as the description notes, if it's a duplicate you get nothing at all). They should be given in addition to points imo.
I wasn't able to scroll to the clickable rock anymore after pushing the boulder for the first time. It seemed to still exist, as workers could walk to it, but the screen would stop scrolling left just before it so I couldn't click it anymore (I was still missing upgrades for clicking it). Fun game, though.
Doesn't feel like there's much progression in this one because everything costs so much and does so little (paddle upgrades especially). It would be nice to upgrade the income, which I guess the upgrades technically do by making things marginally faster but the impact is just too small to feel worth it. Maybe that would have changed with prestige but getting there takes too long to hold my attention.
Being unable to (re)move the lines is what really breaks this game imo. There's limited room, so you'd have to know in advance what the missions will be or you end up with no space left to complete them.
I made it to "line with 4 hubs" which I couldn't complete because none of my lines were long enough. This really needs room for experimenting.
With Creative Burst at Lvl 200, I am not getting skill points from R&D anymore, it's failing more than ever and I never ended up getting the last three recipes after spamming it so much that "In the name of science" is now at Lvl 883. I'm not sure if Creative Burst is working as intended at this point, or if the recipes are, though it's hard to tell without seeing the numbers.
EDIT: Seems the recipes are level-locked, but none of this is really clear in the game. I was able to get them on a new run by cheesing a lot of skill points and putting them into fast learner. Did not use Creative Burst and I'm still suspecting it may be doing the opposite of what it should somehow.
Fun game, but I'm not sure if I like the recipe unlocks being pure luck from a skill that gets exponentially more expensive whether it succeeds or not. It seems very possible to push the cost out of my reach and never get the remaining recipes through no fault of my own. I'm not sure how much Creative Burst helps either as it's still failing regularly even at Lvl 40, which makes it feel like a trap as skill points become increasingly valuable.
EDIT: Didn't realise the reduction from "In the name of science" also escalated. Seems like the best strategy is to invest all the random skill points from R&D into bringing the cost back down so you can spam it more.
Not sure if I understand this game, I was able to buy everything in the store within seconds but the number it's doing math with (130 000) seems unrealistically high to reach. The help suggests it should only be 1300, but it also says to "click on idiots" which doesn't seem to be what's happening in this game.





