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(+1)

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.

Hey, thank you very much for your feedback!

Yeah, it's surely a bug with Smart Investment. Some upgrades may make production 0, but not this one.  I'll look into that.

The last 5 upgrades are currently placeholders, as you surely noticed. I plan to make it possible to reach EH 7D with them(within this universe timeline) and make it the end of the game. Currently the endgame is not finished at all, so I totally agree it's not engaging as it is now :)

Would you like to see some other essentially new feature by within the last 5 upgrades, like a new hypercube? Or would good upgrade-driven progress make it good enough?

(+1)

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!~

First of all, thank you for such a detailed feedback and your suggestions. It's the first idle I'm making and the first game I published on itch.io. I expected like 3 people to play it at best, but I got more than a thousand and seeing someone investing so much time to give feedback is amazing and motivates a lot to actually finish the game.

I didn't plan to add any theme(except for math and hypercubes themself) initially but I really like your idea about game becoming more and more uncontrolled/broken by the end. I tried to use upgrades name just as puns, but it could actually narrate an ambiguous story, with narrator changing from helpful guide to just someone who tries to figure things out like the player does.

I agree that later upgrades don't bring much and progress in unlocking new numbers is broken to the end – one upgrade lets you buy too many new numbers at some point. For clarity, I call numbers in the main grid simply Numbers, rhombuses in between them upgrades, and there are only 3 hypercubes(MH, PH, EH).

I think what I will do is to actually use "less is more" approach: I will try making the number grid smaller, leaving 49 numbers and, respectively, 36 upgrades. This will make EH into a purely end-game mechanics, which I hope will make it feel like a finale of it. Also, since I have a lot of 7's around already, it would make sense to 7^2 Numbers.

Also thanks for an idea to keep the x10 button in some way. I didn't think about it, but it would be a nice touch for some active gameplay. 

If you don't mind, I'll tag when I do that. I'd really love to hear your feedback again. No pressure of course :)