Idle Awakening: Mages Path review
4

(Review is for version 0.1.3d.) A fundamentally fun skiller with some rough edges as the game goes on. It promises an ever-expanding list of things to do with permanent progression, and lives up to that promise -- it's at its best as you're rolling through the first few days or weeks worth of content, trying to make progress in half a dozen different areas and pushing to a succession of different unlocks.

One shortcoming of this early version of the game is that it doesn't have any story elements, just the gameplay. Making number go up is definitely enough while the game is firing on all cylinders, but when your next unlock goal in a certain stat has changed from "get to level 250" to "get to level 1000" to "get to level 8000" without any new ways of training that attribute and only a few small additional sources of multipliers, there's not a whole lot of incentive to let it grind for several days. There's also no real sense of what to progress aside from aiming at the next unlock down the line. This is presumably something that will be fixed before the final release.

The unlocks are a little unbalanced in the current late game. Things like gathering and crafting, which give you solid permanent bonuses, are worth fully exploring; whereas alchemy is just a source of consumables which quickly get outscaled, and the guild system is hideously grindy for very little benefit (you can only spec into one guild at a time, you can only pick a handful of modest guild bonuses, and the prestige system to lock in guild rewards only gives you one or two 1.1x to 1.4x permanent multipliers without spending several days grinding). I was also starting to hit walls of actions requiring huge knowledge passive costs, despite knowledge never getting automated income besides a tiny trickle (about 1-2/sec versus costs of several hundred/sec). Coins, too, hit a wall; I got to about 1 billion capacity, with most of the things I could use to buff that having reached diminishing returns, and I still had something in the shop with a cost of 41 billion that had been sitting there since early game. That's where I was when I lost interest.

I've got to praise the game's automation, which is powerful, flexible and relatively simple -- once unlocked it quickly becomes a mainstay of your experience. Every individual spell and herb can be automated with different conditions, and action lists and gathering lists let you mix and match different actions if you need to harvest resources you're immediately spending. It's exceptionally well done for this early in the game's development.

All in all, worth playing, though I expect it to get even better as mid to late game gets rebalanced to reduce the grind and, perhaps, provide a storyline and an ending. My only real complaint is that drift into tedium as everything hits diminishing returns.

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