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(1 edit)

Unrelated to the update, but does anyone know what material is needed for Scanning in the Mining tab? It's still showing up as a question mark for me.

Edit: Looking at the save file, it might be something called Sticky Jar now?

(+6)

My number 1 recommendation for any still being updated idle game - Please don't continue to update it in ways that drastically slow the game down. If you want more/longer term gameplay, add stuff on the back end rather than dragging out the front end. Coming online and seeing on Mining, I'm forever stuck halfway through an infinitely long cooldown because the rock became harder. My crops all have 10 times the grow time. Its already a struggle to pick between quick and long playthroughs but this is a devastating change.

My positive look at the new update - Farm Cards are cool.
I like the cost increase for mining. It is sensible and I like how it effects your choices.
Faith cap is a nice treat!

(+4)

welp the changes to mining have made it impossible for me to even craft a new pickaxe


there goes my plans for beating  the pitch black shadow quest

(+2)(-6)

Alright, looking at this update with a closer lens makes it less bad. The key things to note are:

-Hordes didn't get changed

-The update for Mine was an upgrade (other than bar smelt time, although this shouldn't change too much), and should increase progression rate.

-Village is almost unaffected early-mid game as far as I can tell, and so this just encourages shorter resets to increase faith. Also faith production overall was increased, buffing this effect more. I think this one is a bit harsh for late-game production, but we don't know the reasons why it was reduced (No info on update log). Without knowing the reasons we can't judge how necessary it was.  Although an explanation would be nice.

-All farm fertilizers now have the effect of Grow Time /2 and rare drop rates have increased. I think that the changes just make it so you don't use your sprinklers, and DNA gene upgrades with the buffs to gene bases should at the very least mostly compensate for the time increases. Also the 5min-30min grow times for crops didn't make sense for how the game works, and it should've been obvious it was going to be changed with a similar degree to Hordes. Also overgrow rework is nice, old system was a bit annoying

(+3)

"How the game works"? I mean, its an active/idle game. Like Hordes has 20 second timers on some abilities, you play the active part to progress faster while the idle parts build up. Changing the game from actively playing daily to only being worth checking once a week or month is a HUGE change. Part of the reason I liked this game more than any other Idle game out there was it had a great balance of things to do while waiting for things to do, but now I've got nothing to do while waiting for EVERYTHING to do at once. 

(1 edit) (+6)

I don't understand the desire for the game to be even slower than it already is. I was at the point where prestiges were taking days, but you couldn't just leave it because you still needed to adjust things and buy upgrades. I was fine with that, for a "long term idle game" it meant I still needed to check every day, but it was pushing my limits. Now everything is slow and everything that boosts gain and speed is worse; it would appear that none of the costs have been updated to reflect the change in speed so progression has become outpaced by snails. I think I'm done

(+2)(-4)

im fully expecting this game to get micro transactions soon this screams create a problem then sell a solution 

(+2)

Allright, so I know there's gonna be a lot of kneejerk reactions, cause getting nerfed/losing progress doesn't ever feel great. Many changes might feel out of place, even though if things were how they are currently from the get go - people wouldn't mind (as much). And I know that it can be disheartening reading through all that criticism while trying to make the game you want to make and putting in work (and for free no less). But, maaaaan, I just really got to put my 2 cents.

 I'd really like you to reconsider the grow timers for the farm. Village materials losing 20-30% production, smeltery timers changing to x5 value, treasures getting nerfed - all those feel annoying but ultimately it just means that I have to check in those tabs less often, which I guess is the intent. The timers on some crops mean that I can go on a drunken blender, wake up in a neighbour city with a kidney missing, take a humiliating bus ride home - and my rice still won't be ready for harvest. I felt like 30 hours was already pushing it, even with the prenerf sprinkler cutting it in half. 72 hours is just baffling: it isn't just regular idle anymore, it's retirement home dementia idle.

Don't take it the wrong way - I think your game is pretty neat, I like it. I just also like the lizard brain dopamine injection I get from numbers going up after opening the game tab after a long period of absence. I just consider that period to be in line of coming home after work or waking up or just doing somehing else for a couple of hours. Not 3 days

(+1)

I don't know how far you are in village, but that 20-30% reduction is only for the base production of them.  There are later upgrades to production for a lot of materials that got hit super hard, meaning plant fiber/wood/stone production is somewhere around 10% of what it was pre patch in the later game. (each of those is boosted by two upgrades that got changed from being multiplicative with themselves to additive, and those upgrades got hit to something like 33% of their previous effectiveness at max level).  My gold income took around a 38% hit.  I don't remember what glass/metal/hardwood/gems were at pre patch, but those got hit pretty significantly too.

And late game (around tier 4 buildings unlocked) in village already had material storage ballooning much much much faster than material production.  And buildings unlock that need those large material storages to build.

I was under the impression that base production is the same and upgrades changing from multiplicative to addictive is what results in declared production loss. Atleast if you hover over farmer it still says that he gives you 2 base plant fiber just like it used to before patch (I think). And the timer to fill to full capacity seem to be in line with those numbers. I did also lose a ton of gold gain but I assume it has to do with merchant treasures getting nerfed (I have 2 of those). But might be I'm completely wrong, I haven't checked it in great detail. 

(1 edit) (+2)

Things in the village being at 10-20% of what they were before line up pretty well with me too. It is really really slow. 

(3 edits) (+5)

was having fun with Gooboo before the 1.4.0 update - the pacing let me feel like I was making progress with each prestige, albeit gradually and slowly, but it was improving and speeding up little by little each time.

Unfortunately, the massive brakes put on progress in every main mechanic by update 1.4.0 have made the time gating so heavy and oppressive as to make the game feel - I'm not going to mince words here - boring, and unsatisfying.

Thanks for the time you've put into this, but I think I'm going to move on at this point.

(-5)

i suspect the dev is about ot add mincrotransactions to this game

its fitting the pattern create a problem then sell a sollution 

the update caused my progress on carrots to vanish i had them up to 14 levels over grow

(+2)

ok what the hell why did you make everything SLOWER the game was already slow

(+4)

Alrigth bronze bars taking 1 hour is revolting aswell.

Deleted 1 year ago
(-6)

i suspect the dev is about ot add mincrotransactions to this game


its fitting the pattern create a problem then sell a sollution 

(+5)

I understand you generally prefer the game to be more idle oriented and not punish people for not being active players, but the changes really feel like they swing things so far the other way.  Crops take so long to level up now and I already felt like the overgrowth mechanic was a good compromise to make the relatively active focused early crops not that bad if you just check in once or twice a day, increasing the growth times for carrots from 5 minutes to 90 without really decreasing the experience costs for leveling up the crops just feels incredibly punishing, and the ability to reach overgrowth achievements feels utterly impossible. 


The village changes also feel incredibly bad, especially for plant fiber where it was already the slowest resource to accumulate.  I personally went from 35k/sec to 9k/sec for it and that means it takes a full day for it to hit cap which is enough to build a single building.  This feels so miserable when so many absolutely crucial buildings already require high plant fiber amounts, it slows down making any kind of progress on the feature to a snails pace. Where it was it felt like it was at least balanced around like ~8 hour check ins which felt like a really good spot, at least in my opinion.

(1 edit) (+3)

Part of the problem is stone and wood get boosted by certain jobs that give another resource and just give a whole ton of stone or wood as a side effect.  While if there's an equivalent for plant fiber it's unlocked much later (I see one that might be it, but it's still quite a bit away, and it also costs plant fiber to build, compounding the issue).

The reductions to other resources in village are pretty bad too.  Basically every resource boosting upgrade got changed from multiplicative to additive, on top of base production of resources being lowered.

There's also a pretty significant difference between early village and later village.  I'm at tier 5 buildings unlocked and before patch my resets were at around 3 days and getting longer.  I think part of it is that the faith upgrades for resources are multiplicative on storage but additive on production, so village is bound to slow down with progress anyway.

(+1)

Yeah I have the building and it does give plant fiber production, but the lack of an equivalent to the early game tunnel/sawmill and then the secondary resource producer being so much later and costing plant fiber is rough, especially since its a much higher base cost than lumberjack/deep mine means you need a lot of storage to even start building them.

(-6)

i suspect the dev is about ot add mincrotransactions to this game

its fitting the pattern create a problem then sell a sollution 

(+2)

I dont think this is the case, the dude is just creating the game he wants to play, which is a very idle focused one.

(+1)

Yeah. Its just a shame. The whole draw of this game was the incredible active/idle balance, which let you play at your own pace. You gained a little by being always on, but not that much more than idling. Now, there's essentially little point to playing more than once a month. 

(+5)

Yeah, on hopping on for the day here and seeing the changes, I'm also inclined to agree with the other folks posting comments, the latest update pushed this way beyond the level of slow play I'd be willing to put up with. The farm especially is at a level where I don't think I'd be able to stomach even thinking about trying to make progress in it as of right now, it's just far, far too slow at this point.

(-6)

i suspect the dev is about ot add mincrotransactions to this game

its fitting the pattern create a problem then sell a sollution 

(1 edit) (+7)

Have to agree with the other commenters. I am just very confused why you would make the game just slower, when it was slow anyways. 
Edit: To give a bit more balanced feedback. The change to for farms in general I understand, having a crop be done in 5 minutes seems a bit against the pace of the game. Though having to wait literal days for one to finish is really tough. I do like the change to how overgrow works a lot though. Makes it way more clear and you can harvest at any time and gain benefits. 

I do not undestand why the village had to be slowed down at all. I liked the pace of it a lot. I prestiged about 1 every 2 days. Lots of things already took a lot of time. Especially because you are capped by your recource cap and the build time of certain buildings. 

Mine seems just slower but that might be countered through higher prestige, not sure on that one yet. I do get the minimum requirement. Even though I often used only 1 in every metal and then use the best pickaxe button it feels better and fairer that I have to use some recources for it. 

Overall some good features and changes with the heavy negative of everything being slower. 

(2 edits) (+7)

Not a fan of the crafting quality rework for mining. Slowing down a process in an already slow game is weird.

Are you planning on monetizing this game or something, because so many of the big changes made just slow the game down, when it's hard enough as is.

EDIT: Just noticed the farming changes. Yikes. Why do some crops take over a full day to grow?!? What the actual fuck?!?

(-8)

i suspect the dev is about ot add mincrotransactions to this game

its fitting the pattern create a problem then sell a sollution 

(+5)

So, with the changes to village, I think I'm done.  I was already at around 3 day resets before the changes absolutely gutting resource income.  

I'm looking at 19 hours for plant fiber to hit cap right now at 1/3 of cap, when I think it should have hit cap overnight.  So, are we expected to what, build like 1 building a day?

(1 edit) (+6)

The rework to the farm feature, at first glance, hurts. It is turning me off the game, honestly. Other 1.4 updates straight up nerfing gains makes me similarly frustrated.

I am very much not a fan of changes like this that slow the game down and make checking in even more sluggish than the feature already was. I will see how I feel after using it a while. I was unsure of the horde rework but am a big fan of it now.

Having harvests go from less than an hour to daily without much of an increase in EXP makes level progress extremely slow, and carrots going from 5m to 1h 30m (a 180x increase!) means I can say goodbye to my plans to grind for the 7x overgrow for a long time.

Why do I have Hay Bales when I don't have grass or the currency to upgrade it (Seed Level 8)? Also Note #9 still references sprinklers being a 2x speed while they're now a 1.1x :)

(+2)

So I think there's some minor RNG issues in the card system right now. I've opened 10 or so 'Old Memories 'packs, and the last 6 have had the exact same 2 cards. This is like less than a one in a million at this point, so something's up. I really want to finish my Hordes card collection, but can't because every time I pull the same two cards ('Mushroom Guide' and 'Sawblade Launcher' in case you're wondering). Is there any plan for a RNG patch coming up soon?

Also this is like my favorite incremental game by far, don't think I dislike the game. It's my current favorite, and I love the gameplay (Hordes especially, the rework was good long-term) I'd just like to know how to fix my card pack to contain more cards.

(+5)

I have to admit I was skeptical about the horde rework at first, but after playing it for a while (75 max zone now), I'm really loving it! It's a lot more idle than the previous version while still being active enough to play in real time if you want, and the progression feels solid and fairly rapid (although there was a plateau for me in the 50s, unsure if that's been retouched).

(1 edit) (+3)

Agreed, the new horde is way nicer. Items also feel more important and switching them up for certain zones or bosses is quite nice. 
Also if you dont mind me asking how does your progression on the other features look? I'm at mine: 100, Village: Just unlocked local government or I guess highest building amount of 464, Horde: 69, Farm: 40% towards Rice. 
Just curious how others are doing. And if for some reason others lack behind in the mine at least going from the values in the cryo lab.

I'm at mine 100, village max 369, horde 75, and farm 1% towards watermelon. I've spent most of my red gems on horde - the ancient power and ancient spirit upgrades are REALLY strong (basically 3x attack and 3x soul gain respectively).

what are rare earth ores beside granite because i am stuck trying to figure out how to upgrade my iron expansion

(1 edit)

Salt is also considered a “rare earth”

As far as I can tell it’s any mining resource with special requirements beyond depth

i found it far out, it was coal at depth 90

horde need to have auto advance option

(+7)(-2)

Options-> Automation -> Autofight horde boss

Holy... thanks bro

(+1)(-2)

Bug. Offering the reward in the casino unlocks the opportunity to sacrifice and buy offering upgrades even without a built offering pedestal.

(+1)

Looks like you still have to build it before you can benefit from the offerings though, so probably not a huge issue.

(+3)

You can always buy and sacrifice, but offerings don't add to storage until you've built the pedestal, and you can't sacrifice/upgrade a resource until you've bought the corresponding offering pedestal at least once. 

My brain, whenever I buy anything in the Horde tab: "THE BONES ARE THEIR MONEEEEY, SO ARE THE WORMS"

What is seed hull?

Rare drop from Raspberry and Barley

(+13)

Could we get a timer for how long an overgrown crop takes to finish?

Its so much fun when your save suddenly ceases to exist, after weeks of play!

(+4)

Man, don't get me wrong, it does blow that this can happen - but this is precisely the reason why game keeps bugging you daily with notification to download backup.

(+2)(-3)

What's wrong with the people of this village? :) Why do they store iron and gold in aquariums, and pour water into towers and obelisks? With this approach, they should live in warehouses and store wood in houses! However, they still live in the forges, so...

I think there might be a bug with the golden throne red gem upgrade for village.  The multipliers for it go from 1 -> 1.5 -> 2 -> 3.5 -> 5.5 -> 8 -> 11, etc continuing in the pattern of incrementing the increase by .5x each upgrade thereafter.  The only reason I think theres a bug is it seems like the second upgrade should take it from 1.5 to 2.5 given the pattern all the rest of the numbers have.  It seems to skip over incrementing by 1 instead incrementing by .5 twice before going straight to 1.5.

(+1)

The golden throne upgrade used to start at the x2 gold upgrade, and the 1.5x gold upgrade was put it at some point (along with some other cheaper upgrades) to be something for people to buy earlier with red gems.  

Unfortunately, none of the costs of the original upgrades got reduced any, so although getting some benefit earlier is nice, it also just meant that someone buying to that upgrade power later has to spend more red gems overall.

So, I bought 3 treasures since returning to the game, and all 3 were a tier 2 treasure giving a bonus to grain gain.  Either there's something wrong with the rng seed saving or I just got what I think is a ridiculously unlikely result.

a way to get more than 1 corrupted flesh at a time would  be  very nice

(+1)

There is, Heirlooms from level 60 onwards. And they are very nice. 

(-3)

oh goody they give .03  


thats worthless

(+2)

It's a lot easier to get lots of heirlooms now; I started hitting level 60 a few days ago and I already have 38 of those, giving me +1.14 flesh/s. It's really pretty good and grows decently fast.

thats really not good no as you needs tons of flesh to counter the buff 

(+6)

Perhaps this game just isn’t for you? Based on all of your comments it really doesn’t sound like a long-term idle game is what you’re looking for.

Stick with it, there's optons ahead for that.

the save files stopped exporting as .json files and are now saving as .txt files instead. not sure if this is an intended update.

(+1)

It is, check patchnote 1.3.4 for more information.

So, after not touching this for a while, I loaded my save (which was sometime before 1.3) and now in horde I have NaN empowered souls, and I can't see my bone capacity.  (it does seem to still be there, but I can't see the bone prices of upgrades)

try to prestige, might fix?

Prestiging didn't fix, but loading the game fixed it somehow today.  Don't think I actually tried reloading the game yesterday.

(+1)(-2)

I'm also only getting one treasure, which I can only assume is not intended behaviour.


Additionally, the gem economy is insane. The default rate of 1 gem per hour is far too slow for the costs. If something costs 24 gems it costs 1 day of real life time, if it costs 200 gems that's over a week. And I know "it's a long term idle game and you can speed up gem generation" but asking players to wait a week for a 1.6x multiplier is too much. I think the cost to generation ratio should be adjusted and/or there should be some sort of gem exchange so those purple gems can actually have some use.

gem upgrade just some bonus to your progression so is just fine.
but amethyst need to have some new use, only buying new theme just boring

(1 edit) (+2)

Giving amethyst any use other than buying cosmetics will make it so nobody wants to use them on cosmetics, which would be bad. The whole point of having five different gem currencies that are all gained at the same rate and used for different things is so that you don’t feel bad about spending them.

(+1)

Are people buying the themes in the first place?

I didn't know where they were, and once I found them the cheapest cost 1000, which would take 40 days to afford. Even at my current rate with 112 achievements it would take 20 days. If you've played long enough to afford a theme I would guess that you've stopped caring about what it looks like, if you even did in the first place.

It wouldn't be choosing between buying a theme and buying an upgrade, it's between buying anything or having a currency accumulating uselessly.

And having to choose what to spend currency on is the main mechanic of idle and incremental games, and it wouldn't be so important if the upgrades didn't take so long to afford in the first place.

(+1)

I bought a theme

i second being able to exchange the useless purples ofr other colors 

(1 edit)

Small issue in Village: The miniature smith displays as housing, but people are not added to the village when it's completed.

(1 edit) (+2)

It is considered housing because every 5th one you build adds an additional worker

(+2)(-2)

oh joy the  merchant showed up but i cant afford anything of use 


these gems feel lik ea micro transaction with out the microtransaction 

(+1)

i guess you need to invest some resource when bank event to acquire some topaz then spend them in merchant
(need some golden dust if i remembered

only way to get more gems is via the timer which only gets shorter from achievements


my issue was i did not have enough gems not that my cap was to low 

(+3)

hmm downloaded the exe and windows defender said it was a virus (Trojan:Win32/Wacatac.B!ml)...

(+1)

im only getting spears from the treasure system 

(1 edit) (+1)

I'm only getting mental ressources on my side x) Might be a bug. 5 in a row

I saved my red gems and got a premium garden gnome, and it doesn't seem to be working.

the gold drop chance just so low even you double it just as low, i guess need to get more gnome for significant improvement.
(carrot only have
0.894% chance, if you need to get at least 1 gold per harverst, at least planting tulip will be faster, or wheat

i always get the same treasure today. is it  usual?

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