Well, since the question has arisen more than once, I will tell you where such terrible numbers of prestige durations come from. When I saw cryolab for the first time, I immediately wrote here that it was some kind of exploit. Actually, I was almost right :) But the devil is in the details.
See. Let's say I earned X faith in a week of playing. Restarted prestige. My income is now X/7 per day. Freeze it in a cryolab for a week. A couple of days at 25%, then 27, then 29... In a week we will get somewhere 1.8*X and the second level of cryostasis, which will give us income and a reserve of faith * 1.2 and 2% of passive income. Passive income, though pleasant, is not enough. But 1.8 is serious, in order to at least match this income next time I had to spend about 8-9 days in the village. Even taking into account the purchased upgrades and the 1.2 bonus from cryolab. And so, after 9 days, what should I do? Reset to get the same amount? Stupidly. So I waited another five days and ended up with about 6X. That's better. In order not to be confused, I will denote this figure as X1,
In total, my income is now X1/14, which is three times more than X. That's just if you freeze it, In a week I will get somewhere 2 * X1, that is, the speed is already four times higher than with an active game. Moreover, after a week of freezing, I will receive the third level, and 3% * 14 is already 42% of the main income. Also a little, but already a decent figure. And of course, in order to somehow compensate for the opportunity to receive four times the income through freezing, I play so much to get at least 10 times more. As a result, it turns out twice as long as in the last session, that is, a month.
And then, I think you understand :) Each subsequent session is twice as long as the previous one. At the same time, even passive income begins to exceed the active one at times, not to mention the income from freezing. My last session lasted 300+ days. And at the 7th level of cryostasis, I now receive 7% of passive income. 0.07*300=21. That is, passively I get 21 times more than actually in the game. And if you freeze it - at 117.
Of course, you can ask why then prestige is needed at all. Well, if you didn't follow the reasoning very closely :) And the prestige reset is needed to increase the damn X. After all, even though I get a lot of faith passively and can buy a lot of upgrades, their prices are growing exponentially. And still not enough :) Always! :)
However, thanks to the creativity of the developer, each mode has its own ways of tightening. On a gas giant, you just need to cut through a pile of waste rock. And the further - the more. In each prestige, the starting session lasts longer and longer. Not to mention the main one. There are keys in the horde. One a week is powerful :) At the same time, of course, soon one key (more precisely, the resources extracted with it) will not be enough for anything. And we will already need 2, 3, 5, etc. keys for new upgrades :) The gallery, of course, is "pleasing" in this regard. Because of the funny icon "end of content, wait for new updates", the game moves into the real world altogether. We are waiting here, this time is no longer squandered :) And the farm alone does not strain us with expectations. Well, just think, the grass growing for a week is a trifle not worth attention! :)
So yes, I will repeat my thought, even though the people below didn't like it. We were warned that this is for a long time! :D
Man, you gotta realise that with your magnificent power of time travel (and I ain't berating you for it or anything, you can play however the hell you want) comes the downside of seeing stuff that is in a placeholder state or downright missing, since it doesn't make sense to develop and balance parts of the game which nobody could reach legit at the moment. So by the time people approach the point where prestige cycles last months: there might be new upgrades, features and balance changes to make it not so.
But at the same time, this may be what the developer is intending: idle gameplay. Every update they've done (School, then Hordes, then Village/Farm) was made to make the game more idle and extend available content. While it will still be an incremental, it seems the end goal is effectively a check-in game. I don't want this, personally, and would prefer if resets stay between 3 and 7 days or so.
This isn't really that urgent, as I don't think the effects will be that bad until like a month or two from now, but at some point some small changes to address this would be nice.
I don't quite understand why you're telling me this. Look: people are upset about the duration of the processes in the game. Different processes and already now, after playing for a couple of months. And I totally agree with them, but unlike them, I solved this problem for myself and now I'm playing this game a little faster. And knowing more about the game than those who have just encountered these difficulties, I say, in fact, two things:
1) It will be MUCH worse.
2) That one long process that a person complains about is part of the whole system. Literally every aspect of this game is designed for years.
I'm not saying it's good at all. Otherwise, I wouldn't be tormented with missing time. But these are the rules we were WARNED about. We all agreed in advance to play on them. And now suddenly it turns out that someone does not agree. Well, if you don't like it, don't play! :) Or change the rules of the game. Which, in fact, is what the people I am addressing are doing. They are trying to force the developer to change the rules of the game for them. In fact, there is only a tiny difference between us: I solve the found problem on my own, and they want someone else to solve it for them.
And you seem to be saying everything correctly: the game is still in development and the rules may change (especially under user pressure). But personally, I would prefer that the developer spent this time adding new content than changing the old one, which works quite well. Because, for example, the Gallery is now a very poor game. There are only three simple mechanics and four months of gameplay. With three mechanics that have no novelty. The gallery is now impossibly boring, and as for me, it would be better for the developer to finish it than to change what works.
So yeah, I don't understand why you're telling me what you're saying. Living in a world of winning early accesses, it is impossible not to learn to live with them. In fact, very few games in early access that had quite a lot of content are replayed by players later. Especially idle Games :) Especially, designed for months of play and more. I don't know about you, but I haven't played releases of a whole bunch of great games just because I've already played enough of early access. And I'm not interested in playing the same thing, but with small additions. Even though it has become better, more convenient, more enjoyable, more content, etc. So yes, maybe the rules of this game will change later. But I'm playing it now, and then there will be some other, more fun game that will provide me with a new experience, and will not force me to do nothing for weeks. And so it will be in any case, since "sometime later" I will somehow pass a solid part of the game.
So yes, you're right. I play at a pace that suits me and enjoy playing here and now. And the people I talked to are tired and unhappy. And you tell me, "Wait, maybe things will get better"? :) Well... :) Wait :) Maybe you will.
I just saw you dissecting mechanics of the game and sharing your thoughts about it - and all I wanted was to point out that your experience will be significantly different from that of allmost everyone else playing this. Both because of speeding up and because there's pretty much no chance (barring development of the game being ceased) game will be in the same state it currently is by the time people get to the point you're at. And sure, I have no idea whatsoever what's the planned pace of the lategame is, I just think that what's currently is there is a very poor indicator to judge by.
And as I said, I'm not trying to step on your toes and say that "you're playing the game wrong" or some silly shit like that. Just that unless you have a scrying eye directly into the dev's mind - you can't know if he wants cycles to last for days, weeks, months or years. Idle games are slow by definition so if he wants the game to be a slow burn - it's still pretty hard to tell just how slow. And for what's it's worth I'm enjoying the current pace of my prestiges being in the range of 3-6 days.
In fact, this is called extrapolation and is not something special. If you watch the twelve episodes of the detective, you can assume with a high degree of probability that the thirteenth will also be a detective, and not an erotic thriller, for example :) So it is still possible to judge the intentions of the developer with some degree of certainty. At least I'm sure he won't make a shooter out of this game :) Moreover, analyzing the existing state, I observe an excellent balance between the components. That is, all the components of this game make up a more or less integral system, and not a disparate set of elements. And based on this fact, I assume that future components will also be built into this system. In our case, this means at least a similar gameplay speed.
As for the components by which I estimate the speed sometime later, you just haven't seen them yet and therefore don't understand what I'm talking about. That is, yes, I would agree with you if I just talked about the speed of progress of the village. It depends on many factors and I could well have missed some of them, which theoretically would have allowed me to raise the speed by an order of magnitude (or even two! :) ). But I'm talking about simpler and more predictable things. Keys! Exactly one in a week. And for it, I can get about a third of the resource I need for one upgrade. Three weeks for one upgrade! :) And there is no way to increase the speed. Well, except to buy three keys from a merchant for crystals. Once a month. Now here are the very events. One event once a year. There's no way to speed it up either. Are these two points enough for you?
And where it depends on me - there is darkness at all :) There, the person above at the 93rd level of the Horde fills the tank in three days. I went a little further. And the game writes to me ~11.35Kd :) Man! Yes, I'm three hands "for" that I'm wrong :) That somewhere I misunderstood something, played the wrong way, and in general - an idiot. But I've bought everything I can, the capacity doesn't allow any more, prestige upgrades are bought once a week, and it's still decades before the scale is filled :)
And, finally, I will also complain :) And then everyone complains, why am I worse? In the Gas Giant, gas is immediately a prestigious currency and is mined immediately there, without the need for prestige. And it is not spent, but gives a passive bonus. But you can also spend on some game upgrades. And here I accidentally misskliked and hit the "Max" button at the upgrade for the prestigious currency :) And that's it! Minus half of the helium I've been mining for six months :) For one mouse miss :) That's why I'm touched by people who can't get some kind of reward for the event :) Grief and suffering, yes :) They won't get a plus! :)
Snowball event is bad, if you made build mistakes you've bricked the entire event for yourself because rerolling for 50 snowballs a pop is painfully inefficient. Another great seasonal event justifying save file encryption, I'd absolutely be save editing a clear if I could, lol. Love to wait a whole year so I can just copy paste the discord build the sweats have figured out, fantastic design ethos. Also someone is saying that no matter how much you optimize you can only get 100 or so tokens? Amazing stuff.
e.: I'd also like to point out that since these seasonal events are not fully clearable in a single run it contradicts the game statement that there's "No pressure to play daily and no FOMO". I'd argue that if you want to be pedantic, sure, you CAN eventually get everything. But I look at the reward screen for a season event, realize I can /maybe/ get one piece this year if I cop to the correct strat, and then I /feel like I'm missing out/ because I have to wait, at bare minimum, a WHOLE YEAR to try again.
Heh. Yes, this event is at least understandable :) But in the previous one, resources were extracted... somehow. With an incomprehensible speed and strange variations during the day. Moreover, you could start producing a resource only by collecting a certain thing from a certain leaf. With a 40% chance. So in fact you could spend a week (out of two) to just start playing this :)
So yes. There's a problem with events here. The feeling of missed opportunities is an integral part of it. On the other hand, you won't get anything critical in the events. Artifacts that increase something by 15 percent. Well, except for the treasures of the 6th shooting gallery, which can not be reached in any way yet. That yes. But in this event I managed to see three. Beauty gain, Flower gain, Vegetable gain. In about a ten approaches. So I suspect there is also a division of awards for different events :)
Oh, yeah. And in your reasoning, you completely ignore the fact that the game is designed for years. Now I don't have time to explain why, but after the opening of the cryolab, the village's gaming sessions, for example, become twice as long time after time. So if before that they took me 3-7 days, then after five restarts this one week turned into 10 months for me last time :) It's inevitable. This is the most profitable way with the available mechanics. So in total, I will have to spend either two or three years on the village. It's not clear yet. And during these three years, it will be possible to sort out the events somehow :)
I do not feel the game should design towards resets that take that long. I saw below that you heavily leaned on the School system and the dust that lets you timeskip, but the game explicitly sets that to be an optional system because most people don't want to spend time on repetitive minigames. And if resets are starting to creep past the week point it means that progression should be looked at - is that a wall, is that the end of currently available content, is progression tuned right, etc... - because I don't see the point in the game degenerating into something I only check in on once a week or so. That's a recipe for loss of interest. Like, there are a lot of really good idle games that respect player's time investment and that tend towards the 24-48 hour check in timer for a very good reason, all throughout their content.
I understand however that GooBoo is in a constant state of flux regarding progression tuning so who knows where it will end up, but I was 100% among those people who saw the timer tuning on the recent Farm change and recoiled. It was nice that the dev undid some of that but still, idk if I really like the idea that resets are to be pushed out into a sort of week+ timeframe if the player doesn't lean on the School feature.
As to events, well, I don't agree with the philosophy that "you'll get everything in 3 to 4 years". That's insane design to me. Why not have the events rewards obtainable in a give loop of an event and just iterate or add slight expansion content on the next year? Or hell, just one and done it. Because it's very demoralizing to me to be like "oh yeah when events roll around wait for 48 hours then follow a Discord guide precisely and then return again for the same thing over the course of several years". I'm sorry, that's really bad.
Let me tell you about a funny thing. Horde mode. In it, as everywhere else, there are various very tasty cards. They give where 25, where 30, and where as much as 50% to something. Beauty! And among all the cards there is one small, almost imperceptible one. Backpack Check.
The average price of it, as it is easy to calculate 15 / 0.05813 = 258 crystals. Considering that the horde sessions by this time last 5-7 months - almost free :) At the same time, each such card allows us to equip one additional thing. And here's what things are at this level. This is what accumulated during the time I was testing this idea and writing this text :)
Each Mystical Card increases damage, health and bone gain by 1.1 times. Total 1.1 to the power of 13 = 3.45. 345%! Against 25-50 for other cards :) And at the same time, we do not forget that things, among other things, also give an effect, in particular, the specified Fire Orb gives 80% Crit Damage, which doubles the damage with a crit of 160%, plus we do not forget about 200+ attacks. A little, but also a plus to the damage.
Here is such a funny card. I don't understand why we need something else :)
Heh. At the University I received the Knowledge of the Ancients. They allow you to skip time not only in one feature like the Ancient hourglass, but in the entire game as a whole. Well... here :) Somehow so ... I've been playing somewhere for two years now :)
Wouldn't "Corruption Not Allowed" and "Into the Trash" be a better combo for this? It'd give three equipment capacity and also reduce corruption as an additional small bonus. And using your math for the cost, 19.16/0.1375 = 139 green gem cost for "Corruption Not Allowed" and 19.16/0.055 = 347 green gem cost.
139 + 347 = 486 average cost for the two cards, which is less than double the cost of "Backpack Check" for an additional equipment slot. I agree that Backpack Check is weirdly powerful, but I think that more powerful strategies exist if you look at the farther down packs, especially using "Corruption Not Allowed" to compensate for the additional corruption.
Here! Here is finally a person who attentively studies mechanics! :) Man, I almost love you! And yes, of course you're right, it's better. Thanks for the advice :) At the next launch, I will definitely use it :)
However, then the question arises what to equip for an additional two places... I put all the garbage in these 12. But it's still better to have than not to have :)
The note on unlocking pickaxe enhancement seems to be outdated - it says it needs 10 bars but we actually need 50? unless there's something I'm not understanding, since I haven't done any enhancements yet
You misunderstood :) Enchantment consists of two stages:
1) You fill the enchantment scale with ANY ingots. "Any" is usually aluminum :)
2) You enchant the pickaxe with the material you need.
And the prices increase separately. 50 is the first price for filling. 10 is the first price for the enchantment of each individual metal. Actually, that's why aluminum is spent on filling. I don't think you'll find ten thousand platinum :) But a tenner for enchantment is quite enough.
Somewhere around 120-150 per day. And some more from each defeated opponent. If you do not spend topaz, then in 3-5 days you will be able to defeat 23-25 enemies and that's it. This will give you 95-120 tokens, for which you can buy either a cheap artifact or several cards in the store. At the same time, the remaining two weeks of events will not help you in any way. Even if you buy boosters for all the snowballs, the most you can do is get a small chance to kill another opponent (say, if you are very lucky with the crits), which will give you another dozen tokens for which you can buy... fertilizer :)
Minor correction: you get them passively at the same rate you would get topaz gems. So you can just take the base 24 per day and then add your generation % to find out how much you get (I get 80.16 for instance).
Yes, you're right. Exactly the same value :) And, since we are talking about mathematics here, I will explain why it will not be possible to achieve new results after 3-5 days. Prices for characteristics and things are growing exponentially. So as soon as you get the first 3-4 sources of the resource and miss 2-3 days (including boosters), you will not get any further. It will take several tens of days to get the next level. So you don't have to persist - if you have enough for an artifact, take it and rejoice. If not, take the cards.
Yeah, so far seems like event tokens are frontloaded, kinda opposite of the Halloween event. I guess I'll try to hoard up snowballs for experimenting with mass rerolls, maybe there's an Exodia hidden in some combination of items. Though doesn't seem like it's the case with what I've seen atm.
I don't quite understand what exactly you want to do, but keep in mind - tokens are reset at the beginning of the event. It is at the beginning - after the end that you can still buy something in the store with the remaining ones. But at the beginning of the event, his tokens and all his progress are reset to zero.
Oh, yeah. Actually, the best strategy is to take Tap, immediately buy boosters for all the snowballs to raise the Loot rating, defeat five more opponents to get the remaining sources of resources, buy a boost again or wait a day. Raise all the characteristics and repeat the process 4 times :)
As for the best set of things... My best result is a set of crits. A few Chill for the crits. Multiple Targets to boost the crits for each attack. Several Coffees for the heal by crites. Pebbles for stun by crit. A few Shields to protect and something to attack. And if you collect all this, you can beat two more opponents! :D What will give us, in the end, a dozen fertilizers :)
Read the description carefully. Salt appears only at those levels where there is exactly one type of ore. So it is there further, just much further :) And yes, learn to read descriptions. Then there will be more and more tricky ores and minerals.
And? I'm currently mining helium and I can't check when salt appears, but it does. Well, yes, the gap is big and what? Man, I've been mining helium for two months now and I still can't buy the first upgrade, my village can be dumped somewhere after 8-10 months of play (it won't make any sense before), my damn statue is being built for two weeks! One statue! And only an eighth out of ten, and the construction time doubles every time. That is, only the statues will take almost two months in total. And here you are lamenting the fact that your salt is being extracted too slowly :) Be patient! You were warned from the very beginning that it would take a long time :)
For anyone else who got their save erased from itch switching their CDN, you can retrieve it by going to the old url (or just https://v6p9d9t4.ssl.hwcdn.net - it’ll just be an error message but it’ll work for our purposes) and open dev tools, go to the “Application” tab, select the link inside “Local Storage”, and then filter for “goobooSavefile”. Copy that text and put it in a text document (e.g. using notepad.exe), and import it back on this webpage. You’ll have your save back!
I just use them for instant max pickaxe crafting, or when I need to instantly get an infusion of prestige currency to push through a bottleneck to unlock new uppgrades for example.
It's only a visual bug, I checked in the code and verified in the game, the amount gained is the right value, the value showed between parenthesis is just the wrong one.
I forgot to keep exporting my progress. That's on me. At least I'm free of the game, now, and I can remove it from my bookmarks. Good luck on your next venture!
I think Itch finally did the cdn switchover, which would affect all HTML5 games on the site. Luckily I always do a manual export save every time I close the game so I didn’t lose anything here. I have probably lost my save data from every other game I play on here though…
RNG be like that. I was just showing that sets are not impossible to complete, by the example that I’ve completed two of them. No need to downvote me for that.
Wait, really? Which ones? I've spent ~90% of my green gems total so far on Hordes cards, and still haven't completed the "Dangerous weapons" card pack, much less any others. You mentioned earlier that you'd done the "Plants in the city", what's the other one? "Miners and equipment"? (Note that I think that cards are cool, not complaining in any way)
You have me confused with somebody else; my completed packs are “Miners and Equipment” and “Scrap Logistics”. I am currently working on “Cave Locations”. Make sure you’re looking at the tooltips for the cards you’re missing to see what packs they are found in.
I there a way to make the game take up the whole inside of the browser window but not the full-fullscreen? So that my taskbar and address bar is still visible?
That's some great balancing in the most recent patch! I can finally afford plant fiber buildings at a reasonable pace and the farm timers are looking good now. Also now that I had some time to fiddle with reworked genes - I can definitely say that new system is a massive improvement over old one.
And this is not the limit. It's too lazy to dig a pile of salt for a bronze cache. In general, as the person below already said, develop further and everything will be fine for you :)
Oh, you meant improving the quality :) You need to be more precise! :) My best result right now is two premium slots. 2 iron, 2*25 tin and 625 copper. I don't have enough stock for 125 tin yet. Very much not enough :)
Anyway, with bronze bar crafting taking 1h - I'm thinking about freezing Mine until it would be fixed.
First I need to stop progression and wait to accumulate granite for ~6 hours, but now after it I need to wait ~12 hours to craft bars just to return to the place where I was before prestige.
I always use crystals to do my crafting. It only costs 20 and they regenerate very fast. Also, there isn't much else to spend blue crystals on. So 20 for the best possible pick and only one of each ore used seems like a good deal to me.
And I am confused by the new balance in the village. The stock of faith has been significantly increased, but the income has been reduced. The final income is about the same. But there is one "but". The stock has grown significantly! This means that the income from cryolab has also grown, which is calculated from the absolute value, and not from the speed. Total right now I'm doing what. With a reserve of 115k of faith and an income of 3 per second, I have accumulated almost 500k of faith in 2.5 days. I'll wait another 3-4 days, I'll save up 1kk. The income of faith falls slightly when overflowing. With a million faith, by running cryostasis, I will have 0.29*1kk=290k faith per day or 290k/86400=3.36 faith per second. That is, a frozen village will bring me more faith than a fully developed one without overflow. O_o! At the same time, even the pathetic third level of cryostasis, which will be typed in less than a day, will passively give me 1kk * 0.03 /86400 = 0.34 faith per second. And after waiting a couple more days (with an income exceeding my maximum current, I remind you), I will catch up to the fourth level, having received a passive income of 0.46 faith per second.
It's a lot, don't you think? No, I'm not complaining, but it looks like some kind of exploit.
Alright status update. Faith gain in village seems to be rather close to what it was before. Considering that you now are closer to your cap instead of pushing way beyond it I would say a clear improvement on that front. Resource gain on the other hand is just as bad as it seemed. Which begs the question wether or not this matters when you can still prestige in roughly the same manner. I would say yes it feels significantly worse. Though I guess before that it might have actually been a little bit to fast, as I was often confronted with the opposite problem I have now, namely too many resources. So after some time playing the update I would say that the village rebalance was warranted in some way (as painful as that is too admit) though that it's overshoot it's goal by quite a bit. For village it might actually be plant gain exclusively. Plants are such a brutal bottleneck atm that most other recourse production doesn't really matter. I have the full collection for the 1.5 plants modifier and it still takes me 2 days to build up enough plants for the gardener. Which would take 3 days without that.
The pace in the mine seems better now. Even with 1 hour bronze bars. You have more time to actually explore the features.
I think the farm also improved on lots of things. Especially when it comes to building up crops for specific things like gold gain or rare materials. Though the time increase is overdone same as the village.
So my still rather early verdict for this update. The slowness for village and farm isn't nearly as bad as it first seemed, though it isn't in a good place either. Other features and changes are good to very good.
How to fix Farm: delete it from the game and start over taking inspiration from Ethereal Farm. In its current form this feature will never feel good to play because it is based on manual harvest cycles. It needs to be a lot more passive.
Hmm. 1.4.0 changed the amount of experience passively received by the farm. Right now I have 80/d written. The update was installed 10-12 hours ago. Now I look, the potato has 4 experiences. How is it? Yes, it says "up to this amount", but somehow 8-10, as for me, this is very much different from the stated 80. By an order of magnitude. And this is taking into account that I did not prestige the potatoes yesterday, which means that before the update, she received something passively.
The xp gain is reduced the longer the timer is and the higher the gold cost is (it also was same way before the patch). your max level with a crop is also a factor and it seems like that if your crop is at the highest level it has ever been - you don't get any passive xp whatsoever (or extremly little, idk). However if you just prestiged a crop - it actually does climb up a couple of levels at a pretty decent pace. So previously everything gained exp constantly at the same rate but at an absolute snail's pace. Now it's a catching up mechanic for prestiged crops so that you don't have to start from 0. Though it would be nice to see actual xp gain for any individual crop since they're so drastically different from the number in the lab.
The description does not say anything about changing the speed depending on the level of culture. Yes, it does not make sense, since the amount of experience needed for the level itself is growing very quickly, which in total will provide the same drop in speed that you describe. Nevertheless, I want to note that over the next approximately 15 hours, my potatoes received 6 experiences, and 8 in a day. That is, literally an order of magnitude less than stated.
Notice, I'm not saying this is wrong. I'm saying it's not clear. How can I plan something on this mechanics if it works so unpredictably? Gives an unknown amount of experience with such a wild spread in speed during the day.
Note that the cryolab mechanics themselves work very differently for each tab. The mine has no overflow of crystals, so the maximum value for it is constant. And a passive increase of 2-4 percent to the growth rate will be an increase of 2-4 percent to the speed. The village and the horde have overflow, so just waiting once, say, 10 times longer, we can significantly increase the increase in speed. 3-4 times, which is much nicer. Well, the farm works like this. Gives it is unclear how much, all in different ways and at different speeds during the day. I don't know what will happen with the fifth tab, I haven't opened it yet :) And as a result, a cryolab working so differently looks a little strange. I will not say what is wrong, rather it requires special attention.
Please don't balance or design the game around what the top 1% of speed/efficiency players do. The game felt like it had a great pace, to me, and now it's a slog. I don't care what the spread-sheet writing optimization maximizers do, they'll figure out new ways to push the envelope regardless but meanwhile the game is just categorically slower and less fun for me and a lot of other players.
I also feel like progression between players will vary greatly between the different tabs. 1) spend red gems 2) RNG of treasures, cards and events. I for example got a huge unexpected boost a while back with a tier 2 fully upgraded veggie gain treasure from the merchant. Just I was starting my long journey towards the next crop needing veggies. Unexpectedly more than trippling my veggie gain (at that time) and subsequently immensly speeding up my farm game.
Which is to say, progress between players can and will vary sometimes dramatically. Though this isn't a bad thing and still player driven. I would like the rng to be a bit more predictable though. Just tell me what I will get when I purchase something (hint: I do that anyway with a little savescum scrying). Just saying what you get next doesnt fundamentally change the game and adds a layer of strategy.
I feel like these two points have been overlooked in regards to balance.
Due to how slowly gems are generated two players who have bought different red gem upgrades but have otherwise identical set ups will have vastly different progression and will take a long time to catch up, if they ever do.
Then you add the random factor, and all of these make an impact on your speed. Card set ups completely change progression for an entire prestige; which treasures and how many will obviously changes progression again; what you're able to buy from the merchant/bank is random; the entire Halloween event was random; presumably the entire Christmas event will be random. Even progression in the mines (pickaxes), horde (heirlooms) and farm (gold/rare drops) are random.
There are too many variables to be able to balance around a hypothetical "typical" player.
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!
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
"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.
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
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.
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.
I 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.
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Well, since the question has arisen more than once, I will tell you where such terrible numbers of prestige durations come from. When I saw cryolab for the first time, I immediately wrote here that it was some kind of exploit. Actually, I was almost right :) But the devil is in the details.
See. Let's say I earned X faith in a week of playing. Restarted prestige. My income is now X/7 per day. Freeze it in a cryolab for a week. A couple of days at 25%, then 27, then 29... In a week we will get somewhere 1.8*X and the second level of cryostasis, which will give us income and a reserve of faith * 1.2 and 2% of passive income. Passive income, though pleasant, is not enough. But 1.8 is serious, in order to at least match this income next time I had to spend about 8-9 days in the village. Even taking into account the purchased upgrades and the 1.2 bonus from cryolab. And so, after 9 days, what should I do? Reset to get the same amount? Stupidly. So I waited another five days and ended up with about 6X. That's better. In order not to be confused, I will denote this figure as X1,
In total, my income is now X1/14, which is three times more than X. That's just if you freeze it, In a week I will get somewhere 2 * X1, that is, the speed is already four times higher than with an active game. Moreover, after a week of freezing, I will receive the third level, and 3% * 14 is already 42% of the main income. Also a little, but already a decent figure. And of course, in order to somehow compensate for the opportunity to receive four times the income through freezing, I play so much to get at least 10 times more. As a result, it turns out twice as long as in the last session, that is, a month.
And then, I think you understand :) Each subsequent session is twice as long as the previous one. At the same time, even passive income begins to exceed the active one at times, not to mention the income from freezing. My last session lasted 300+ days. And at the 7th level of cryostasis, I now receive 7% of passive income. 0.07*300=21. That is, passively I get 21 times more than actually in the game. And if you freeze it - at 117.
Of course, you can ask why then prestige is needed at all. Well, if you didn't follow the reasoning very closely :) And the prestige reset is needed to increase the damn X. After all, even though I get a lot of faith passively and can buy a lot of upgrades, their prices are growing exponentially. And still not enough :) Always! :)
However, thanks to the creativity of the developer, each mode has its own ways of tightening. On a gas giant, you just need to cut through a pile of waste rock. And the further - the more. In each prestige, the starting session lasts longer and longer. Not to mention the main one. There are keys in the horde. One a week is powerful :) At the same time, of course, soon one key (more precisely, the resources extracted with it) will not be enough for anything. And we will already need 2, 3, 5, etc. keys for new upgrades :) The gallery, of course, is "pleasing" in this regard. Because of the funny icon "end of content, wait for new updates", the game moves into the real world altogether. We are waiting here, this time is no longer squandered :) And the farm alone does not strain us with expectations. Well, just think, the grass growing for a week is a trifle not worth attention! :)
So yes, I will repeat my thought, even though the people below didn't like it. We were warned that this is for a long time! :D
Man, you gotta realise that with your magnificent power of time travel (and I ain't berating you for it or anything, you can play however the hell you want) comes the downside of seeing stuff that is in a placeholder state or downright missing, since it doesn't make sense to develop and balance parts of the game which nobody could reach legit at the moment. So by the time people approach the point where prestige cycles last months: there might be new upgrades, features and balance changes to make it not so.
But at the same time, this may be what the developer is intending: idle gameplay. Every update they've done (School, then Hordes, then Village/Farm) was made to make the game more idle and extend available content. While it will still be an incremental, it seems the end goal is effectively a check-in game. I don't want this, personally, and would prefer if resets stay between 3 and 7 days or so.
This isn't really that urgent, as I don't think the effects will be that bad until like a month or two from now, but at some point some small changes to address this would be nice.
I don't quite understand why you're telling me this. Look: people are upset about the duration of the processes in the game. Different processes and already now, after playing for a couple of months. And I totally agree with them, but unlike them, I solved this problem for myself and now I'm playing this game a little faster. And knowing more about the game than those who have just encountered these difficulties, I say, in fact, two things:
1) It will be MUCH worse.
2) That one long process that a person complains about is part of the whole system. Literally every aspect of this game is designed for years.
I'm not saying it's good at all. Otherwise, I wouldn't be tormented with missing time. But these are the rules we were WARNED about. We all agreed in advance to play on them. And now suddenly it turns out that someone does not agree. Well, if you don't like it, don't play! :) Or change the rules of the game. Which, in fact, is what the people I am addressing are doing. They are trying to force the developer to change the rules of the game for them. In fact, there is only a tiny difference between us: I solve the found problem on my own, and they want someone else to solve it for them.
And you seem to be saying everything correctly: the game is still in development and the rules may change (especially under user pressure). But personally, I would prefer that the developer spent this time adding new content than changing the old one, which works quite well. Because, for example, the Gallery is now a very poor game. There are only three simple mechanics and four months of gameplay. With three mechanics that have no novelty. The gallery is now impossibly boring, and as for me, it would be better for the developer to finish it than to change what works.
So yeah, I don't understand why you're telling me what you're saying. Living in a world of winning early accesses, it is impossible not to learn to live with them. In fact, very few games in early access that had quite a lot of content are replayed by players later. Especially idle Games :) Especially, designed for months of play and more. I don't know about you, but I haven't played releases of a whole bunch of great games just because I've already played enough of early access. And I'm not interested in playing the same thing, but with small additions. Even though it has become better, more convenient, more enjoyable, more content, etc. So yes, maybe the rules of this game will change later. But I'm playing it now, and then there will be some other, more fun game that will provide me with a new experience, and will not force me to do nothing for weeks. And so it will be in any case, since "sometime later" I will somehow pass a solid part of the game.
So yes, you're right. I play at a pace that suits me and enjoy playing here and now. And the people I talked to are tired and unhappy. And you tell me, "Wait, maybe things will get better"? :) Well... :) Wait :) Maybe you will.
I just saw you dissecting mechanics of the game and sharing your thoughts about it - and all I wanted was to point out that your experience will be significantly different from that of allmost everyone else playing this. Both because of speeding up and because there's pretty much no chance (barring development of the game being ceased) game will be in the same state it currently is by the time people get to the point you're at. And sure, I have no idea whatsoever what's the planned pace of the lategame is, I just think that what's currently is there is a very poor indicator to judge by.
And as I said, I'm not trying to step on your toes and say that "you're playing the game wrong" or some silly shit like that. Just that unless you have a scrying eye directly into the dev's mind - you can't know if he wants cycles to last for days, weeks, months or years. Idle games are slow by definition so if he wants the game to be a slow burn - it's still pretty hard to tell just how slow. And for what's it's worth I'm enjoying the current pace of my prestiges being in the range of 3-6 days.
In fact, this is called extrapolation and is not something special. If you watch the twelve episodes of the detective, you can assume with a high degree of probability that the thirteenth will also be a detective, and not an erotic thriller, for example :) So it is still possible to judge the intentions of the developer with some degree of certainty. At least I'm sure he won't make a shooter out of this game :) Moreover, analyzing the existing state, I observe an excellent balance between the components. That is, all the components of this game make up a more or less integral system, and not a disparate set of elements. And based on this fact, I assume that future components will also be built into this system. In our case, this means at least a similar gameplay speed.
As for the components by which I estimate the speed sometime later, you just haven't seen them yet and therefore don't understand what I'm talking about. That is, yes, I would agree with you if I just talked about the speed of progress of the village. It depends on many factors and I could well have missed some of them, which theoretically would have allowed me to raise the speed by an order of magnitude (or even two! :) ). But I'm talking about simpler and more predictable things. Keys! Exactly one in a week. And for it, I can get about a third of the resource I need for one upgrade. Three weeks for one upgrade! :) And there is no way to increase the speed. Well, except to buy three keys from a merchant for crystals. Once a month. Now here are the very events. One event once a year. There's no way to speed it up either. Are these two points enough for you?
And where it depends on me - there is darkness at all :) There, the person above at the 93rd level of the Horde fills the tank in three days. I went a little further. And the game writes to me ~11.35Kd :) Man! Yes, I'm three hands "for" that I'm wrong :) That somewhere I misunderstood something, played the wrong way, and in general - an idiot. But I've bought everything I can, the capacity doesn't allow any more, prestige upgrades are bought once a week, and it's still decades before the scale is filled :)
And, finally, I will also complain :) And then everyone complains, why am I worse? In the Gas Giant, gas is immediately a prestigious currency and is mined immediately there, without the need for prestige. And it is not spent, but gives a passive bonus. But you can also spend on some game upgrades. And here I accidentally misskliked and hit the "Max" button at the upgrade for the prestigious currency :) And that's it! Minus half of the helium I've been mining for six months :) For one mouse miss :) That's why I'm touched by people who can't get some kind of reward for the event :) Grief and suffering, yes :) They won't get a plus! :)
Snowball event is bad, if you made build mistakes you've bricked the entire event for yourself because rerolling for 50 snowballs a pop is painfully inefficient. Another great seasonal event justifying save file encryption, I'd absolutely be save editing a clear if I could, lol. Love to wait a whole year so I can just copy paste the discord build the sweats have figured out, fantastic design ethos. Also someone is saying that no matter how much you optimize you can only get 100 or so tokens? Amazing stuff.
e.: I'd also like to point out that since these seasonal events are not fully clearable in a single run it contradicts the game statement that there's "No pressure to play daily and no FOMO". I'd argue that if you want to be pedantic, sure, you CAN eventually get everything. But I look at the reward screen for a season event, realize I can /maybe/ get one piece this year if I cop to the correct strat, and then I /feel like I'm missing out/ because I have to wait, at bare minimum, a WHOLE YEAR to try again.
i think i may have bricked mine to i coudl get out of this problem if i could still get topaz gems durring this but nope those are sealed
Heh. Yes, this event is at least understandable :) But in the previous one, resources were extracted... somehow. With an incomprehensible speed and strange variations during the day. Moreover, you could start producing a resource only by collecting a certain thing from a certain leaf. With a 40% chance. So in fact you could spend a week (out of two) to just start playing this :)
So yes. There's a problem with events here. The feeling of missed opportunities is an integral part of it. On the other hand, you won't get anything critical in the events. Artifacts that increase something by 15 percent. Well, except for the treasures of the 6th shooting gallery, which can not be reached in any way yet. That yes. But in this event I managed to see three. Beauty gain, Flower gain, Vegetable gain. In about a ten approaches. So I suspect there is also a division of awards for different events :)
Oh, yeah. And in your reasoning, you completely ignore the fact that the game is designed for years. Now I don't have time to explain why, but after the opening of the cryolab, the village's gaming sessions, for example, become twice as long time after time. So if before that they took me 3-7 days, then after five restarts this one week turned into 10 months for me last time :) It's inevitable. This is the most profitable way with the available mechanics. So in total, I will have to spend either two or three years on the village. It's not clear yet. And during these three years, it will be possible to sort out the events somehow :)
I do not feel the game should design towards resets that take that long. I saw below that you heavily leaned on the School system and the dust that lets you timeskip, but the game explicitly sets that to be an optional system because most people don't want to spend time on repetitive minigames. And if resets are starting to creep past the week point it means that progression should be looked at - is that a wall, is that the end of currently available content, is progression tuned right, etc... - because I don't see the point in the game degenerating into something I only check in on once a week or so. That's a recipe for loss of interest. Like, there are a lot of really good idle games that respect player's time investment and that tend towards the 24-48 hour check in timer for a very good reason, all throughout their content.
I understand however that GooBoo is in a constant state of flux regarding progression tuning so who knows where it will end up, but I was 100% among those people who saw the timer tuning on the recent Farm change and recoiled. It was nice that the dev undid some of that but still, idk if I really like the idea that resets are to be pushed out into a sort of week+ timeframe if the player doesn't lean on the School feature.
As to events, well, I don't agree with the philosophy that "you'll get everything in 3 to 4 years". That's insane design to me. Why not have the events rewards obtainable in a give loop of an event and just iterate or add slight expansion content on the next year? Or hell, just one and done it. Because it's very demoralizing to me to be like "oh yeah when events roll around wait for 48 hours then follow a Discord guide precisely and then return again for the same thing over the course of several years". I'm sorry, that's really bad.
agreed this event system is terrible no one want to spend years on a single idle game
Answered a similar question in the topic above. Here I will quote only the main thing.
" people are upset about the duration of the processes in the game. ... And I totally agree with them, "
"I say, in fact, two things:
1) It will be MUCH worse from now on.
2) That one long process that a person complains about is part of the whole system. Literally every aspect of this game is designed for years."
Let me tell you about a funny thing. Horde mode. In it, as everywhere else, there are various very tasty cards. They give where 25, where 30, and where as much as 50% to something. Beauty! And among all the cards there is one small, almost imperceptible one. Backpack Check.
The average price of it, as it is easy to calculate 15 / 0.05813 = 258 crystals. Considering that the horde sessions by this time last 5-7 months - almost free :) At the same time, each such card allows us to equip one additional thing. And here's what things are at this level. This is what accumulated during the time I was testing this idea and writing this text :)
Each Mystical Card increases damage, health and bone gain by 1.1 times. Total 1.1 to the power of 13 = 3.45. 345%! Against 25-50 for other cards :) And at the same time, we do not forget that things, among other things, also give an effect, in particular, the specified Fire Orb gives 80% Crit Damage, which doubles the damage with a crit of 160%, plus we do not forget about 200+ attacks. A little, but also a plus to the damage.
Here is such a funny card. I don't understand why we need something else :)
How are you progressing so fast?
Heh. At the University I received the Knowledge of the Ancients. They allow you to skip time not only in one feature like the Ancient hourglass, but in the entire game as a whole. Well... here :) Somehow so ... I've been playing somewhere for two years now :)
Wouldn't "Corruption Not Allowed" and "Into the Trash" be a better combo for this? It'd give three equipment capacity and also reduce corruption as an additional small bonus. And using your math for the cost, 19.16/0.1375 = 139 green gem cost for "Corruption Not Allowed" and 19.16/0.055 = 347 green gem cost.
139 + 347 = 486 average cost for the two cards, which is less than double the cost of "Backpack Check" for an additional equipment slot. I agree that Backpack Check is weirdly powerful, but I think that more powerful strategies exist if you look at the farther down packs, especially using "Corruption Not Allowed" to compensate for the additional corruption.
Here! Here is finally a person who attentively studies mechanics! :) Man, I almost love you! And yes, of course you're right, it's better. Thanks for the advice :) At the next launch, I will definitely use it :)
However, then the question arises what to equip for an additional two places... I put all the garbage in these 12. But it's still better to have than not to have :)
A little bug with card inspirations: when reopening the game, all card inspirations are gone T_T
Edit: Headstart(starting inspirations upgrade) also has the same bug.
Edit2: Starting inspirations works normally when picking ideas AFTER bought the epiphany upgrade.
for some reason im not gaining topaz
Topaz isn't gained while a major event is running (such as Snowdown). You're instead currently gaining snowballs.
well then i can tbuy the topaz upgrades that just freaking great
The note on unlocking pickaxe enhancement seems to be outdated - it says it needs 10 bars but we actually need 50? unless there's something I'm not understanding, since I haven't done any enhancements yet
You misunderstood :) Enchantment consists of two stages:
1) You fill the enchantment scale with ANY ingots. "Any" is usually aluminum :)
2) You enchant the pickaxe with the material you need.
And the prices increase separately. 50 is the first price for filling. 10 is the first price for the enchantment of each individual metal. Actually, that's why aluminum is spent on filling. I don't think you'll find ten thousand platinum :) But a tenner for enchantment is quite enough.
do we only get one snowball each day
Somewhere around 120-150 per day. And some more from each defeated opponent. If you do not spend topaz, then in 3-5 days you will be able to defeat 23-25 enemies and that's it. This will give you 95-120 tokens, for which you can buy either a cheap artifact or several cards in the store. At the same time, the remaining two weeks of events will not help you in any way. Even if you buy boosters for all the snowballs, the most you can do is get a small chance to kill another opponent (say, if you are very lucky with the crits), which will give you another dozen tokens for which you can buy... fertilizer :)
Actually, everything :)
Minor correction: you get them passively at the same rate you would get topaz gems. So you can just take the base 24 per day and then add your generation % to find out how much you get (I get 80.16 for instance).
Yes, you're right. Exactly the same value :) And, since we are talking about mathematics here, I will explain why it will not be possible to achieve new results after 3-5 days. Prices for characteristics and things are growing exponentially. So as soon as you get the first 3-4 sources of the resource and miss 2-3 days (including boosters), you will not get any further. It will take several tens of days to get the next level. So you don't have to persist - if you have enough for an artifact, take it and rejoice. If not, take the cards.
Yeah, so far seems like event tokens are frontloaded, kinda opposite of the Halloween event. I guess I'll try to hoard up snowballs for experimenting with mass rerolls, maybe there's an Exodia hidden in some combination of items. Though doesn't seem like it's the case with what I've seen atm.
I don't quite understand what exactly you want to do, but keep in mind - tokens are reset at the beginning of the event. It is at the beginning - after the end that you can still buy something in the store with the remaining ones. But at the beginning of the event, his tokens and all his progress are reset to zero.
Oh, yeah. Actually, the best strategy is to take Tap, immediately buy boosters for all the snowballs to raise the Loot rating, defeat five more opponents to get the remaining sources of resources, buy a boost again or wait a day. Raise all the characteristics and repeat the process 4 times :)
As for the best set of things... My best result is a set of crits. A few Chill for the crits. Multiple Targets to boost the crits for each attack. Several Coffees for the heal by crites. Pebbles for stun by crit. A few Shields to protect and something to attack. And if you collect all this, you can beat two more opponents! :D What will give us, in the end, a dozen fertilizers :)
why does salt stop appearing after floor 79
Read the description carefully. Salt appears only at those levels where there is exactly one type of ore. So it is there further, just much further :) And yes, learn to read descriptions. Then there will be more and more tricky ores and minerals.
im aware of when it appears im saying after floor 79 that stopped happening
i found out salt does not apear again until 101
thats a massive gap to get better salt gains
And? I'm currently mining helium and I can't check when salt appears, but it does. Well, yes, the gap is big and what? Man, I've been mining helium for two months now and I still can't buy the first upgrade, my village can be dumped somewhere after 8-10 months of play (it won't make any sense before), my damn statue is being built for two weeks! One statue! And only an eighth out of ten, and the construction time doubles every time. That is, only the statues will take almost two months in total. And here you are lamenting the fact that your salt is being extracted too slowly :) Be patient! You were warned from the very beginning that it would take a long time :)
the school tests are way to hard to get above B+ rank for me
Don't worry. On the Internet, this problem is observed in 95% of users :)
History is the easiest for me :)
For anyone else who got their save erased from itch switching their CDN, you can retrieve it by going to the old url (or just https://v6p9d9t4.ssl.hwcdn.net - it’ll just be an error message but it’ll work for our purposes) and open dev tools, go to the “Application” tab, select the link inside “Local Storage”, and then filter for “goobooSavefile”. Copy that text and put it in a text document (e.g. using notepad.exe), and import it back on this webpage. You’ll have your save back!
I tried this but it's still about 3 weeks old compared to what I had before the switchover.
how do i get grass
By adding the Grass gene.
i still say purple gems needa actual use
like being able to convert them to other gems
I just use them for instant max pickaxe crafting, or when I need to instantly get an infusion of prestige currency to push through a bottleneck to unlock new uppgrades for example.
those are BLUE gems
im talking about purple gems which only unlock cosmetics
Ahh right, my bad. Then yes, purple ones are useless :)
Where do I get Joy from in the village? There doesnt seem to be anything that produces it.
I'd be happy to tell you, but all I can say is that it's acquired in a different way than other resources.
I had a feeling that might be the answer.
"Gain joy by reaching happiness value of over 125%"
Bug?
5728 * 0.05 = 286.4
Not declared 1.05! It seems to me that we are being robbed shamelessly :)
Seems like the miniboss expertise gain is only using the base value...
It's only a visual bug, I checked in the code and verified in the game, the amount gained is the right value, the value showed between parenthesis is just the wrong one.
I forgot to keep exporting my progress. That's on me. At least I'm free of the game, now, and I can remove it from my bookmarks. Good luck on your next venture!
Last export was 3 weeks ago.
Welp, seems as good excuse as any to free myself from this weird self-imposed obligation.
Yikes I feel the same. Been a blast but this is a relief.
well crap i just lost alot ofprogress do to my auto save vanishing id not manual saved in a few days
I dont know what happened myself. Hadn't manually saved in a few days either and out of nowhere auto save is gone
I think Itch finally did the cdn switchover, which would affect all HTML5 games on the site. Luckily I always do a manual export save every time I close the game so I didn’t lose anything here. I have probably lost my save data from every other game I play on here though…
Ugh its so annoying cause I took the time to save last night but not export!
In any case, the game has a save function :) Just save before the experiment, commit it and load if you are not satisfied with the result :)
ive come to the conclusion its impossible to actually complete a set of cards
I’ve completed two sets so far
ok well ive bought tons of the same pack which is suppose to give me the final card i need for a set and i cant get it
RNG be like that. I was just showing that sets are not impossible to complete, by the example that I’ve completed two of them. No need to downvote me for that.
Wait, really? Which ones? I've spent ~90% of my green gems total so far on Hordes cards, and still haven't completed the "Dangerous weapons" card pack, much less any others. You mentioned earlier that you'd done the "Plants in the city", what's the other one? "Miners and equipment"? (Note that I think that cards are cool, not complaining in any way)
You have me confused with somebody else; my completed packs are “Miners and Equipment” and “Scrap Logistics”. I am currently working on “Cave Locations”. Make sure you’re looking at the tooltips for the cards you’re missing to see what packs they are found in.
i do that and i cant get the last card i need no matter how many packs i buy
Just a quick message that you're doing great. Game is shaping up awesome.
I there a way to make the game take up the whole inside of the browser window but not the full-fullscreen? So that my taskbar and address bar is still visible?
You can play the github version over at https://tendsty.github.io/gooboo/
Just export your save from here then import it over there
EDIT: Why am I being downvoted for answering their question?
That's some great balancing in the most recent patch! I can finally afford plant fiber buildings at a reasonable pace and the farm timers are looking good now. Also now that I had some time to fiddle with reworked genes - I can definitely say that new system is a massive improvement over old one.
Thank you for the quick adjustments from the last update.
Does anybody know how to upgrade capacity for Tin ore ??
maybe you need to get in to deeper floor to unlock new upgrade
And this is not the limit. It's too lazy to dig a pile of salt for a bronze cache. In general, as the person below already said, develop further and everything will be fine for you :)
i can not figure out how to get my pickaxe crafting to reach the minimum purity
You need at least a 0.1% success chance to craft now. If you can’t get this even at max compression, you’re using too many slots.
that is obnoxious
Just use the ore better :) Not aluminum :)
It's other way around - now I can't use only high level ores and need to add 3000 aluminium to "stabilize" crafting.
Oh, you meant improving the quality :) You need to be more precise! :) My best result right now is two premium slots. 2 iron, 2*25 tin and 625 copper. I don't have enough stock for 125 tin yet. Very much not enough :)
Anyway, with bronze bar crafting taking 1h - I'm thinking about freezing Mine until it would be fixed.
First I need to stop progression and wait to accumulate granite for ~6 hours, but now after it I need to wait ~12 hours to craft bars just to return to the place where I was before prestige.
I always use crystals to do my crafting. It only costs 20 and they regenerate very fast. Also, there isn't much else to spend blue crystals on. So 20 for the best possible pick and only one of each ore used seems like a good deal to me.
so do i but you cant evne use crystals unles you have .1% now
Oh. I didn't notice this.
And I am confused by the new balance in the village. The stock of faith has been significantly increased, but the income has been reduced. The final income is about the same. But there is one "but". The stock has grown significantly! This means that the income from cryolab has also grown, which is calculated from the absolute value, and not from the speed. Total right now I'm doing what. With a reserve of 115k of faith and an income of 3 per second, I have accumulated almost 500k of faith in 2.5 days. I'll wait another 3-4 days, I'll save up 1kk. The income of faith falls slightly when overflowing. With a million faith, by running cryostasis, I will have 0.29*1kk=290k faith per day or 290k/86400=3.36 faith per second. That is, a frozen village will bring me more faith than a fully developed one without overflow. O_o! At the same time, even the pathetic third level of cryostasis, which will be typed in less than a day, will passively give me 1kk * 0.03 /86400 = 0.34 faith per second. And after waiting a couple more days (with an income exceeding my maximum current, I remind you), I will catch up to the fourth level, having received a passive income of 0.46 faith per second.
It's a lot, don't you think? No, I'm not complaining, but it looks like some kind of exploit.
Alright status update. Faith gain in village seems to be rather close to what it was before. Considering that you now are closer to your cap instead of pushing way beyond it I would say a clear improvement on that front. Resource gain on the other hand is just as bad as it seemed. Which begs the question wether or not this matters when you can still prestige in roughly the same manner. I would say yes it feels significantly worse. Though I guess before that it might have actually been a little bit to fast, as I was often confronted with the opposite problem I have now, namely too many resources. So after some time playing the update I would say that the village rebalance was warranted in some way (as painful as that is too admit) though that it's overshoot it's goal by quite a bit. For village it might actually be plant gain exclusively. Plants are such a brutal bottleneck atm that most other recourse production doesn't really matter. I have the full collection for the 1.5 plants modifier and it still takes me 2 days to build up enough plants for the gardener. Which would take 3 days without that.
The pace in the mine seems better now. Even with 1 hour bronze bars. You have more time to actually explore the features.
I think the farm also improved on lots of things. Especially when it comes to building up crops for specific things like gold gain or rare materials. Though the time increase is overdone same as the village.
So my still rather early verdict for this update. The slowness for village and farm isn't nearly as bad as it first seemed, though it isn't in a good place either. Other features and changes are good to very good.
How to fix Farm: delete it from the game and start over taking inspiration from Ethereal Farm. In its current form this feature will never feel good to play because it is based on manual harvest cycles. It needs to be a lot more passive.
Hmm. 1.4.0 changed the amount of experience passively received by the farm. Right now I have 80/d written. The update was installed 10-12 hours ago. Now I look, the potato has 4 experiences. How is it? Yes, it says "up to this amount", but somehow 8-10, as for me, this is very much different from the stated 80. By an order of magnitude. And this is taking into account that I did not prestige the potatoes yesterday, which means that before the update, she received something passively.
Unclear.
The xp gain is reduced the longer the timer is and the higher the gold cost is (it also was same way before the patch). your max level with a crop is also a factor and it seems like that if your crop is at the highest level it has ever been - you don't get any passive xp whatsoever (or extremly little, idk). However if you just prestiged a crop - it actually does climb up a couple of levels at a pretty decent pace. So previously everything gained exp constantly at the same rate but at an absolute snail's pace. Now it's a catching up mechanic for prestiged crops so that you don't have to start from 0. Though it would be nice to see actual xp gain for any individual crop since they're so drastically different from the number in the lab.
The description does not say anything about changing the speed depending on the level of culture. Yes, it does not make sense, since the amount of experience needed for the level itself is growing very quickly, which in total will provide the same drop in speed that you describe. Nevertheless, I want to note that over the next approximately 15 hours, my potatoes received 6 experiences, and 8 in a day. That is, literally an order of magnitude less than stated.
Notice, I'm not saying this is wrong. I'm saying it's not clear. How can I plan something on this mechanics if it works so unpredictably? Gives an unknown amount of experience with such a wild spread in speed during the day.
Note that the cryolab mechanics themselves work very differently for each tab. The mine has no overflow of crystals, so the maximum value for it is constant. And a passive increase of 2-4 percent to the growth rate will be an increase of 2-4 percent to the speed. The village and the horde have overflow, so just waiting once, say, 10 times longer, we can significantly increase the increase in speed. 3-4 times, which is much nicer. Well, the farm works like this. Gives it is unclear how much, all in different ways and at different speeds during the day. I don't know what will happen with the fifth tab, I haven't opened it yet :) And as a result, a cryolab working so differently looks a little strange. I will not say what is wrong, rather it requires special attention.
Please don't balance or design the game around what the top 1% of speed/efficiency players do. The game felt like it had a great pace, to me, and now it's a slog. I don't care what the spread-sheet writing optimization maximizers do, they'll figure out new ways to push the envelope regardless but meanwhile the game is just categorically slower and less fun for me and a lot of other players.
I also feel like progression between players will vary greatly between the different tabs. 1) spend red gems 2) RNG of treasures, cards and events. I for example got a huge unexpected boost a while back with a tier 2 fully upgraded veggie gain treasure from the merchant. Just I was starting my long journey towards the next crop needing veggies. Unexpectedly more than trippling my veggie gain (at that time) and subsequently immensly speeding up my farm game.
Which is to say, progress between players can and will vary sometimes dramatically. Though this isn't a bad thing and still player driven. I would like the rng to be a bit more predictable though. Just tell me what I will get when I purchase something (hint: I do that anyway with a little savescum scrying). Just saying what you get next doesnt fundamentally change the game and adds a layer of strategy.
I feel like these two points have been overlooked in regards to balance.
Due to how slowly gems are generated two players who have bought different red gem upgrades but have otherwise identical set ups will have vastly different progression and will take a long time to catch up, if they ever do.
Then you add the random factor, and all of these make an impact on your speed. Card set ups completely change progression for an entire prestige; which treasures and how many will obviously changes progression again; what you're able to buy from the merchant/bank is random; the entire Halloween event was random; presumably the entire Christmas event will be random. Even progression in the mines (pickaxes), horde (heirlooms) and farm (gold/rare drops) are random.
There are too many variables to be able to balance around a hypothetical "typical" player.
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?
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!
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
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
"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.
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
im fully expecting this game to get micro transactions soon this screams create a problem then sell a solution
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.
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.
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.
I 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.
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