Exspherimental review
2

Too grindy to be fun right now, but I think there's a worthwhile game buried inside the grind, waiting to be set free.

Example: It's a minimum of 50 clicks until your first upgrade -- four rapid clicks to spawn a resource (it can be more if you don't do it fast enough, since progress decays), then another click to collect it, then 10 resources for the very cheapest upgrade. Most first-tier upgrades cost 50, and the one which unlocks automation merely gives you the ability to purchase auto-miners, leading to an entirely separate purchase tree, so you're a minimum of 125 clicks to even the most basic automation. Auto-collectors (a separate purchase) start out slow and unreliable, so it's not until mid-game that you start really accumulating passive income. Almost all upgrades simply give you new objects for your clicking to interact with, and prices scale so aggressively compared to automated income that most of the game becomes waiting for your bonus click spots, clicking several times to activate them, clicking a few more times to clean up the firework burst of resources which spew out faster than your collectors can collect (and expire if you don't get them), and making your extraction fractionally better. Late game starts with a 5000-point buy at a time when your most efficient sphere spawners are probably still only creating resources 8-15 at a time.

Then, while you're waiting for the trickle of endgame resources which will let you complete the game, you fill out your upgrade tree -- and the auto-miners start spewing out spheres so quickly that no amount of collectors can keep up with them (until you buy an upgrade that lets you passively collect them by hovering your mouse, at which point you madly circle your screen). The game went from placid to stuttering my graphics card within 15 seconds.

In short, this would benefit from a thorough rebalancing, reducing click repetition and making upgrades feel more worthwhile.

loading comments...