Idle Rock Remover review
3
I enjoy time loopers. I wanted to like this variant -- and kudos to the author for trying something new, with the rock-clearing mechanic to unearth the map and give a new mechanism for permanent progress over time. Unfortunately, the game locked into a few design decisions that made this more frustrating than fun for me. The biggest of these was the way that rock difficulty scaled as you removed them. Combined with the fact that all interactible objects are hidden underneath rocks, this means that if you don't know the optimal order from out-of-game knowledge like a guide, you're setting yourself up for a frightfully grindy experience. If there's only one "right" way to play and otherwise you stall out on time walls, then the player needs to be able to experiment and rewind and refine their move paths -- but once a (non-white) rock is mined, it's mined for good and the penalty for having cleared it locks in. Being that harshly penalized for not following the guide is a big discouragement to engagement. Not knowing what was under the rocks in advance also removed the ability to make meaningful decisions, which is the core of looper gameplay. Contrast with, say, the first area of Stuck In Time, where you have fireflies, a rat, and an altar, and depending on the order in which you interact with them, you make different sorts of progress, and you need to start bootstrapping by playing around with them in different orders. Notably, as you accumulate permanent progress, the optimal route for that first region changes -- getting all the fireflies at once is foolish at first since they can only refill mana up to your cap, but to raise your cap, you need to kill the rat and then reach the altar, which you can't do at the start without getting one firefly to account for the time spent moving. So you start out going back and forth to use your firefly reserve a bit at a time, and then once you've gained enough walk efficiency to kill the rat first, you can remove some of your back-and-forth to make your trip to the altar more efficient, and then once you've really gained some levels you can do the rat and altar first and then hit the fireflies all at once to refill to your new higher cap. It's a fantastic puzzle because it makes your progress feel real and meaningful, forces you to continually re-optimize based on your new progress, and lets you juggle several elements right at the beginning. Here, once you've found an optimal path to get to the first NPC, nothing changes other than desperately trying to accumulate ROCK levels to minimize how much you're falling behind the rocks' scaling, and you're not even accumulating the ability to walk faster or harvest flowers meaningfully faster -- there's just no interactivity other than uncovering yet another rat you can't pet because you're running out of energy too fast to cash it in. (Not to mention, the guide tells you to stop leveling your skills...) I think the framework is here to make a great game, but it might take a design overhaul to get there, thinking about the principles of what makes looper games work. At any time you should be able to reset your game state to recover from penalties caused by information gathering. All of your progress should feel meaningful, giving you small accumulated bonuses even if you were going after something that you can't immediately accomplish (Stuck In Time does this by leveling up your familiarity with each individual square, giving you freedom to brute force through a lot of its puzzles if you keep throwing time into paths that just barely fall short of your available resources; Cavernous doesn't, forcing you to optimize exactly as intended to get past its bottlenecks, and this is a big reason I think Stuck In Time is a better-designed game). You should have multiple objectives at any given time and be able to choose between them, encouraging experimentation. And you should always have enough information to make those decisions -- "left rock vs. right rock" isn't actually a choice, "uncover a resource vs. uncover an NPC" is. omsi's Idle Loops is another good template for how hidden information might be handled -- it only uncovers game elements when you've reached certain thresholds at preceding elements, but it tells you what those thresholds are, and there are always multiple new objectives to choose between unlocking. It would also be great to speed the game up, either globally or via a time bank which auto-applies when it has time cached and auto-accumulates when you're not spending motivation. (I do see there's a statistic to sped up gameplay, but that looks to be a late-game thing; I gave up mid-blue rocks.) Anyway, I do look forward to seeing what this becomes and hope to re-review it after some revisions. (This is based on the December 2025 version.)
Paragon Pioneers 2 review
1
Lmao 5.99 for a generic city builder game, like I can't find 500 other better versions for free or ad supported!
Birb review
3
Good bones but not much meat on them, the initial systems seem pretty good but then content runs out fast. Hopeful upvote that future content follows the game's current trend.
Plague Tree comment
why is this lagging so much...
game discussion
Circle Incremental comment
so what do yall think the votes would be if this wasnt a roblox game...
game discussion
The Ultimate Upgrade Tree comment
the game DOESN'T EXIST ANYMORE-...
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Happy new year!
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Arcanum review
5
Difficult to step away from. :)
Intergalactic Juice Bar comment
lowkey favorite part was the digitalized graphics (i think) for the uncut fruit...
game discussion
Birb review
4
That was better than I thought! It starts simple and then it starts evolving, adding more stuff to do, it's really well made, it sucks you in easily, numbers make sense, upgrades are interconnected between resources. I'm really surprised, one of the best games I've seen in this site so far, and it's only early access. What I don't understand is why it has so many downvotes. Still, really fun game!
Birb review
5
its a decent game, i am enjoying it atm. the grinding can be automated and once you get to fishing you also get some calming wharf ambiente on Top. Best thing is it runs in the background so you can do other things while waiting.
Bitirdim
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Clicky Islands review
5
Damn it was very fun to play. I am more than excited to play the full version.
Birb review
5
It's a very good foundation. A lot of fun and deeper than it seems at first. It's a bit slow in the beginning and the first major prestige is a big one. I will say I couldn't get to the second big prestige. I bought every available upgrade including the automatic fishing but catching a 1000 fish one fish at a time was more than I was prepared to do, esp since I still have to click the button each time. I'll check back in when it's had some updates and balancing. ETA: I didn't see the auto button on the bridge. Added a star and continued playing. Solid game, interested to see where it goes from here.
Intergalactic Juice Bar review
5
I hope to see the full release. It was a lot of fun to slice, and I hope it blesses us with even more slicing in the future.
Birb review
4
Even in its early access form this is already a fun game with a lot of promise. At first, you control a bird moving around a field picking up popcorn, but it quickly sprawls out into a series of additional screens with additional tasks for secondary currencies, along with an upgrade tree and an intriguing evolution mechanic that serves as a combination prestige and new mechanic unlocker. It currently runs out of content after fishing, at the end of the second evolution. I'd love to see a more robust upgrade tree for fishing -- perhaps unlocking a way to get buffs from multiple fish at once, and better automation for it -- and what comes next. This is worth watching. Also worth noting that the game also includes multiplayer support (which I didn't test). The dev wisely made login optional so you could play solo without the friction of account creation.
Aeons of Rebirth review
3
Currently I have to rate it down for the sheer amount of busywork. The majority of the game is clicking and hitting "Autoupgrade." When you've created a web of trade routes, and then get the upgrade for them. You have to go around and click each one, then autoupgrade. That bit is not fun - and without that, there's not much to it. The puzzle of choosing the trade routes isn't hard or rewarding and that's the bit that's really left.
A Dark Cave review
4
promising showing so far! clear it released early, but this isn't a bad thing; the foundations are solid and additions should be easier to make from here. i beat the current state of the game, looking forward to it being updated in the future to come back to it and perhaps try out cruel mode (not entirely sure what it actually adds)
Birb review
1
Wasd because you hate mobile players?
Intergalactic Juice Bar review
4
Solid fun game. Controls are a bit iffy especially in the beginning. Might be nice to capture the mouse in the game area as I have multiple screens and I kept losing my mouse. Concept is great, wish there was some kind of prestige that led into more.