Keep on Mining! review
3
There is no room for creativity, just buy what you can, move the finger across the screen until you can buy the next upgrade which barely changes anything
Flowers to Honey review
4
Fun, but quite short, maybe 30 minutes of gameplay
My Games
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Clicky Islands review
4
Love this game! The pacing felt a little slow in some parts. Also the Honey was easy to access, cheap to set up and gave a lot of money. The wheat and cider stuff didnt seem to be worth the effort in the demo. 8/10 worth playing and will buy on full release.
Journey to Ascension comment
I think there is a bug where if I use the Scroll of Haste and click Automation All/Zoom. the Haste effect would be missing....
game discussion
Journey to Ascension review
5
Game's great I have made a mod on https://journey-to-ascension.dimava.ru/ with some UX stuff Write here on on Discord if you want me to add something else
Idle Mastermind review
3
It's fun but on reflection is very saturated with ads.
Auri's Promotion review
5
An upgrade from Mercedes, by the same dev. Wish I could optimize my factory a bit better by seeing production numbers, but elf walk time is inconsistent anyway. It's mostly vibe-based during the majority of the game. endgame is a bit grindy, and re-assigning everyone is a bit tedious, but it's over before that becomes a real issue. Merry christmas~
Purple Carrot Eater review
3
The game is fine, and it's aesthetics + sound design + general vibes are *great*, however that doesn't translate to gameplay. The main loop is simple. Make resource, upgrade that resource, unlock the next and repeat. They each unlock a strength and crop spawn rate upgrade, as well as some unique ones made to speed up planting and growing, plus a basic crit and autoclick system. The metagame is... There. It's absolutely there. I can't say much more about it, as I "completed" the game in two prestiges and didn't get to see half of the effects. The 100% crop resource upgrade is additive, not multiplicative, which felt like a scam at the time. This can be made into a great game, for now, it's just fine. Lean into the horror! Give us those cool sound effects and ambiance! horror bunny or whatever!!!
Clicky Islands review
5
The initial scouting and setting up phases of a 4X game like civilization or age of empires, without the extermination part, so more like 3X (Explore, Expand, Exploit). It has a very nice loop in which you're always jumping islands and forcing yourself to adapt to the new resource spawns. Building tall is encouraged with the rising costs and resource adjacency bonuses, and you can respec your points during travel to incentivize specific production lines. Very excited to see the full game! I'd love to see some way to destroy buildings, or adding in the fourth X and let us Exterminate the locals. Might just be my Stellaris brain talking, though.
Clicky Islands review
5
Really love this game, can't wait for the full release. To start with, I hated that you couldn't delete building, but later on I liked the puzzle factor it added of having to plan out your island.
Execute review
3
Decent game, a bit bleak, but I think I'm going to join everyone else, the UI is mostly button to button to tab... it's not bad, it's just not as engaging as, let's say, clicking cookies or money or iron ores and so on. And sorry, I have to bring this up, what was really annoying to me is the constant popup when I hover a button, I already know what that button does, the constant popup is unnecessary. Maybe reduce the tooltip time to like 4 or 5 seconds so if I really leave my mouse there is because I truly want to know what it does. So the main problem is the UI (it needs more UX). Other than that, it's a fun experience and the concept is interesting.
Purple Carrot Eater review
3
In this state, NO. At least not yet, the fact that it's more than 10 minutes and doesn't have save function it's a red flag. It's still a fun game though if you have the time to play it all in one sitting.
Clicky Islands review
4
I love this game, but I hate the decision to make building costs scale together. A building game shouldn't punish you for building! As a player, I want to explore the tech tree and build up my infrastructure, but doing short runs that use initial resources, clicking, and just watchtowers seems worlds better, which is a shame. Currently very few buildings even have a niche. The most painful example of this is wheat which is a worse food source than apples despite being higher tier and not being usable for anything but food (even if you needed to optimize for food, which you don't). At the very least you should be allowed to delete buildings so that you can experiment, avoid softlocking your road network, and use early game buildings as a stepping stone to your ultimate setup.
A game about feeding a fire comment
No mute? What a lazy dev...
game discussion
Road of Big Number Rewritten review
5
Absolutely incredible I feel some parts are need a bit more smoothing out but it's just so so good Math nerds are gonna love this
Pokechill comment
Asked the dev for a proper logo, he's working on one. EDIT: Done....
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Clicky Islands review
5
Really fun clicker. I wouldn't call it an incremental, it's more like a resource gatherer than an incremental, but still really fun game.
A Dark Cave review
5
I loved this game. Last time I was this obsessed with a game was like 15 years ago. I enjoyed everything! Thank you for creating this game and for replying back so fast through email. - Rosa
Purple Carrot Eater comment
Hi folks, DEV here. Even considering that this is the "gamejam version", I would be interested to hear your feedback and ideas on what could be added to improve the project. Have fun!...
game discussion