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.
JurasTW
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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.
Nice game. I didn't like that i have to guess which random floaty thing gives something which does not so i ended up clicking everything frantically. Maybe a faint blue glow or something would help to communicate that its not a dud.
The trivia messenger keeps popping the UI up and down. Especially noticable on Xenon where it just flickers up and down while rushing through the messages.
Also once the extra ships are fully upgraded, might as well move the buttons to the very bottom or remove them all together to save space on the screen. A screen full of depleted buttons is terrible.
'Ship 2 - fully upgraded!" Thats all it needs.
The floating scraps sometimes spawn on top of each other, to the "ripe" one cant be clicked because the unripe one is in the way. Make the unripe ones back a layer maybe?
Molecule mode is somewhat underwhelming. Maybe recipes should be independent from the currently assigned ships. Sure it takes away the guesswork, but its useless in the endgame anyway.
I got the intress and cr kept early and left it over night. Took the autoupgrade and breezed through the endgame. Which was nice since theres no new content in the endgame anyway. Just feels weird that i could have basically softlocked myself for a week if i wouldn't have picked that upgrade. To be fair theres a second chance for keep cr later, but still. I don't think keep cr is optional because from Zn and up its just nothing new. Might as well not torture the player.
Buy, anyway. Lacks final polish. But overall. I enjoyed it more than a lot of other games. Good job.
I think my biggest problem is the "i spawn in, i wait for 3 seconds for a crystal to appear somewhere". That ruins the flow you might be going for. The waiting for the world to populate with crystals.
i think all my problems would be solved if the first 5-30 or so crystals would already be there or pop up quickly. I only have 30 seconds and half of that time is me pathing through empty space to return to the ship because the crystals are still spawning but its too late for me to go for them. Could even be an early upgrade. "Scout ahead". I want to play the game like the screenshots but i'm stuck for 30 minutes playing the worlds slowest wack-a-mole.
Sorry it sounds mean, but thats what it feels like when a game wastes your time a little.
Other than that, the graphics are cute, though would love to see the 2D in the game too. Be it just simply the dog getting a bigger silly little oxygen tank or something in the upgrade menu.
The start is tedious. I'm 20 minutes in but still bring back 3 blue crystals max because how weirdly wide they spawn. Been upgrading 'more resources' all this time. Bringing 3 crystals per run and the upgrade cost is 48.... could be some better formula maybe.
Also end fetch button is under the full screen button. Could be bigger or more accessable like on the middle of the screen or spacebar.
But other than that its pretty fun.
Did the dailybrick in 5-6 moves... I was like... "is this it? No leaderboard, no nothing?"
Then did the random brick. Ooooh damn, 28 moves, tons of hovering, barely made it.
Its fun, but really the only thing suggesting that this stands out among other puzzle games is the competitive suggestion, but its not implemented.
I'm torn. Its a good polished well crafted game. But it lacks some spice.
Good job though. Made me write a comment.
Really would love to see the map.
"dandy peak is 17 minutes with 30% ambush? Daym. Welp... all in, boys."
Times need to be adjusted, i think, i know the 17min one is worth it, but at the same time... welll....? I mean its a decent idle game. But once you pissed off all the traders and sent all the ships, you're really just waiting.
Would love to "prepare next shipment", the one issue with auto-repeat is that it does not help with actually sending trades on routes. You either risk everything, or micromanage every 17 minutes. No good middle ground. If i could assign an amount of stuff the ships would take with them every repeat, it would be just perfect
Got stuck and couldnt figure out whats the problem. Seems like i have video researched but cant mine video so totally stuck.
its fun though. Maybe ui scale is kinda meh, and storage is difficult to manage. But over all a fun and complex bottleneck manager.
Oh nevermind it was in media cruncher. Duh. Really cool game.
Runs 5-10 minutes? More like 5 seconds. You're expected to grab or short the stock at the start, but since not all price fluctuations are events. Never got further than first round.
Also i failed with bear raid, and next round i couldn't buy, so i assumed the relic stayed? But it wasnt there in the store. Numbers stay on screen between runs. Only way to actually reset the run is to go to the menu. Should be a big button "abandon run" Weird issues. My short always autolocks just before the pricedrop, and when i shorted, the cooldown last longer than the pricedip.
No way to play this
I assume write efficiency gives you more points for each write, unmovable handler make that your future runs have less of them on the field. So all of it comes to optimising the downtime between runs.
Not saying it contribules in any way to an engaging gameplay, but in an essence, its a solid small optimization incremental game where you optimize for the downtime between runs.
No idea how bad sector bypass works though. Seems that it processes the same speed.
Just a weird curiosity of a game.
Didn't get it. Just a time waster ticker it seems. you only need read speed and batch upgrade, else seems like a waste of points.
I think you forgot to add "fun" to the "game".
I get that you don't recieve points for processing bad sectors and unmovable omes, but spending 1.2k to have 8% chance to add them instead of 2,5k to just double your speed.
Its weird, and most of all there doesn't seem to be a strategy to this, you just run this till you're bored.
Also din't get if you get points for readin or for writing.
Not fun. The screenshot is decieving. Game description says 30 monutes. But to get from 500k used, which will in its onw will take probably a day of play, back to 2.5m, will probably take another day of idling. I've spent two hours and am at 63k total.
Super fun. Left pc for the night after first prestige to get 500 to spen. tried the other cards but really didn't see the point so i only had wanderer and candle bought, everything playing into buffing druid as much as possible and layer mirror, glass chalice and compass rose for a lucky 1200 points. The only 'snowballing' card really.
Definately needs more stages and other non-main path challenges to make it less linear. Does not have replayability because of those same reasons. but the style is great, the trippy background was great for a very late night session.
The game is very solid, didn't see any problems at all. The menu is perfect, the visuals, the gameplay, the interactions. Everything flawless.
The 'most played card' is kinda useless since you're stuck playing Spirits anyway, even if you don't upgrade them at all. It would make sense to write the most upgraded card or the card that brought the most points?
The animation speed could use one more speed, or the delays between triggers are a bit long. No reason not to layer them, (2nd animation starting when the 1st is done adding its value to the board but 1st trail animation is not yet finished). i'd just add a 4th speed.
Would love to see content updates.

Everything seems nerfed from previous version. The most annoying to me is that autoscratcher has like a max speed. You expect a max strenght max speed autoscratcher to spit out Two Win like its leaves in a leafblower.
It became more polished, but less fun.
Also pressing space only works on full cleaned cards, so its useless for early stage apple tree and the kind, breaking the flow.
Click and hold seems fun, but its super slow. Wish you could combine the automoving action and hover, since you still need to strain your finger and still need to move around, defeating the accessability aspect. Same with buying lots of tickets. Still tedious.
Early coin feels so slow. I don't know if its because of the new "not scratched" bonus mechanic, but its just as tedious as the plates, especially since you want to level up the ticket so you dont want to throw away a dud
Sad. This was my comfort game.
Short and sweet.
Though at later levels with the plant pass through some of the levels i feel like i cheesed the placement so i'm really not sure if my solution was the intentional solution. But at the same time its not bad. Kinda made me think if earlier levels could contain secrets that i could go for with the new learned interactions.
A bit too short.
But visuals and gameplay were great.
This is hella fun.
My only issue is overfeeding the sparrows. Needed 2m, accidentally forgot to remove feeding as i turned away for a minuted, resulting in 24m, meaning 22m sparrow xp worth of seeds being wasted.
Oh wait! Overspent lvl go into resonance! Nevermind then!
Fishing is a tad grindy too. Forgot that i had 45 bottles before evolving, so i'm collecting 50 bottles again.
Seeds keep being the bottleneck.
Still. Really fun.
I usually hate typing games. Mainly because i use 3 different keyboard languages with different alphabets daily, so usually i get overwhelmed. But in this the speed bonus wasn't forced and if i needed time to put together a longer word, i didn't feel too pressured to do so. The music and sound were great. The visual quickly got crowded, but not too bad.
Over all the only complaint i have is that the game ends with an upgrade sellection before going to the endscreen and restarting, which seems like an oversight. But overall its a great game! Really liked this one.
I tried. Spent a round avoiding slimes too. A pacifist route in a slimekilling game would be fun. Green slimes becoming honey slimes after consuming pollen from hitting flowers, making area upgrade also non-essential. Creativity is the limit.
But yeah! Great dirrection! Lovely art choice. Keep it up!
Needs a super rare extra tough golden slime that prefers to spawn in the treeline last.
I think this is the rare occasion where 1 currency isnt enough as its just snowballs into mindless clicking. Maybe another slime that drops crystals that are used as a separate tree for the purely money upgrades, which wouldn't be essential. So the economy does not go 1-100-10k-20M
Right now its not a tree, its a rail as you can't really skip anything to progress.
But the style is great. Love the capybara chilling. Just more interactivity needed.
Its reeeealy good. Its fun, its easy, its nice.
Got all the same issues with it as the rest. My main issue was that i've minmaxed through 3 sectors straight in one go, reaching 6 or something, and then decided to do an elite poi, and two dudes just shot me point blank on a fly-by with bursts, going from 100% to 0 with no counterplay.
Once i had all the bullet homing dublicating traits, all i gathered was + for decoy, shield and hp drones. The choise for modules and augments is lackluster and it feels like the bullet traits is the only viable build because you can't survive ealy without those. Game desperately needs more different things to gather and a strong balancing. You either die before first jump or you live long enough to gave RNG kill you in some unfair way.
Also no reason for shield to not recover instantly when the poi is clear. I was just idling to recover it for 30 seconds, which is not.
But the game is fun.
I'd say the first 20 cubes are pretty fun. I haven't even noticed the cheat menu until 12. Thinking its a later game thing like prestiege or something. Buying new cubes seems like a gamble, as it does not display what's the next level's production. Cube 2 was the breadwinner for a while then 5.
I really enjoyed the animations. The interface slowly growing. Maybe that could be expanded. It starting as a grid and slowly expanding into a large control panel where blinking nonsense of different buttons that help actively progress instead of idling. Maybe integrating the x10 into a feature. It would be a lot like the paperclip game, but that's not a bad comparison.
I didn't feel like 30-60 upgrades introduced a lot of new mechanics. Multiple upgrades being the hypercube increase probably could be one more complicated upgrade with lvl or specific number of level dependencies(the conditions being obscured and revealed when the dependent cube is unlocked, making older upgrades matter more as game progresses.)
Last levels would be great to be something absurd, to actually follow the theme that things become too complicated to comprehend.
For example, right now when the auto magic dice triggers, the screen shakes a little as the aligment moves around. I thought it was a feature and it was a little exciting even. I think more of that should be implemented. Simulate the game breaking as the end nears. There's a bit of a theme with 777 and ricerolls and gambling, so maybe some golden theme? Midas or other greek mythology.
Right now it needs a bit of a direction, and it can stay the same simple mathematic geometry things, but more, to add to the mystery of what the hell is going on. Again, not an "in your face" story, but just hints like comments and the narator in the comments becoming increasingly unsure while trying to explain scientifically what is going to be the effect of the cubes and upgrades as things go deeper.
So i think just expanding on what you have now, more hypercubes maybe sounds about right, but maybe smaller cubes and more dependencies with more rewards, promoting both active and inactive moments, a hypercube that needs to be spun manually, a cube that needs to be aligned in a certain way and progress slowly makes it drift out of aligment, upgradesstabilising it, but never fully.
And maybe a soundeffect closer to 60 square suddently out of nowhere, a droning little noise on the background to make things eerie.
Just embrace the weirdness!~
Maxed everything out. Still couldn't fix the "smart investment". Probably only works with smaller numbers or something. Been clicking on "complete roll" to het the phantom cube boost for 15 minutes. Reached EH 6D
I think D7 EH legitimately is only theoretically possible, but not in this universes's timeline.
Its a fun timewaster, but not satisfying at all. Most likely the probles is that production isn't scaling or increasing automatically after all the upgrades. And smart investment not working.
After 17 it just becomes impossible to progress without cheating. "Smart investment" seems to be easily broken, since it set my production to 0.
So i've been clicking x10 for half an hour
Also mystery effect for number... is not such a mystery. The initial hypercube effects were cooler. Now its just mystery and all i get is a bit of delta
Idea is cool, but clearly after "its getting out of hands" it got out of hands.
Oh i hate how quickly enemy drop quantum chips despawn. Seeing it happen for the fifth time made me want to quit the game. This is not cool at all...
The prestiege accumulation is strange. Can't make sense how its gathered. Frustrating.
What do you mean databot boost maxes out on 10???
Click and hold mechanic to boost a building. Okay. But the numbers make no sense. For example cerebral matrix gives +163, +203, +272..... and when i hold, it gives +514, +643, +857... Does it have, like, a weird dps counter inside that spits out random nonsense?
Holding the button for a boost makes sense if its a perceivable boost, but even with a boost you still are stuck for 2 minutes, you achieve nothing by boosting between waves and you're stuck holding the button. Just make it a click once and this building is a priority.
Gloorp. What a disaster. 50%... its fine... 75? Meltdown. 25% does not lower the bar. Fine... just hold it on 50? Theres no point to boost all buildings... fine lets try 100%... oh guess what, ENEMIES AUTOPAN ME AWAY FROM THE BOMB! its fixed with rage inversion, making it a nonissue, but it does not make it less frustrating.
The zoom out is just uncomfortable enough to be an issue after gloorp. Bigger zoomout would be better. And autopanning on enemies makes no sense since you attack them from memento mori. I cant see enemy health while in memento mori menu. The random target is fine. Its bad but its fine.
Its weird that this is a good game. But the frustrstion with the design choices is real.
Over all... not a fan... but can't argue that this is a good game. You keep doing what you're doing.