7
Products
reviewed
422
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Recent reviews by ACiiL

Showing 1-7 of 7 entries
1 person found this review helpful
3,168.0 hrs on record (1,514.4 hrs at review time)
Early Access Review
A very good idle game.
Not much like most, growth comes from working with different subsystems and resources in and around the ship, everything is a % multiplier and very little is a summation (which in most cases is just the base number that will chain with multipliers), so growth comes from identifying where to grind the next multiplier, so you end up stacking x1.05 to x1.5 and more over time into big numbers.

Terms of how big the numbers get, surprisingly my highest is around 1.00e124 right now! This game wont give you crazy high powers like most idle games and i love that timid balance.

Effective growth in this game comes from identifying what is the next best multiplier to grind....which is balanced against how much micro managing you want to do against setting up boosts. You will usually be hinted what to work on next and if your are lost the stats menu can hint what components can be used for boosts.

Now there is a con with the strong multiply-chain gameplay, if you dont know what combos you end up missing x10 to x100 to even more exponents! That means seconds to mins to hours, weeks, months, or even years are being wasted in time until you solve the cause! And on that you will find you will need to constantly make and reuse saved ship components loadouts for boosts to shift from what subsystem needs work on next which can get tedious which is time to reset (yes you have to reset for some growth bonuses and then do a lot of the same things again).
There are wiki's and guides for the lost... sadly this is a con as you might want to look there and realise how much possible time was lost not understanding a meta setup for something.

Game is practically free, "AI" Points are earned to buy QoL upgrades and automation which can come from achievements and challenges as well as long term play. Paying up is optional, but it does help for quicker QoL, you might find by the time you want to fork up is more out of rewarding a well designed idlier.

Carrots for new unlocks and features are hinted in the game for the most part, at current end game you'll have to do what it says to get more ship unlocks.... which will be 500's of hours. In fact i didnt see most major new gameplay changes until about every 100 to 300 hour marks, so keep that in mind when thinking about how long this is going to take to get to the end!

The game has a temporary end point and new features are planned and talked about by the dev. You will get your worth until then.
Posted 23 September, 2024.
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No one has rated this review as helpful yet
6.4 hrs on record
A pleasant puzzle platformer done by the POKEMON company on STEAM, with art style like HUKE of Black Rock Shooter fame. Its like a fevered dream of "i want this".

Story kinda abnormal. You get dark moods and wish "things should of gone better" vibes.
Sound track has kickers or up-tune vibes, some "ear worms" too.

Puzzles consider of how well you understand physics and centre-of-mass puzzles, use sliced moving objects to go forwards or kill hard mobs. Bosses need you to understand attacks and timing with skill.

Down side is re-solving puzzles is kinda inconsistent, your own momentum and position at weird timing will toss objects randomly or you randomly, just remember your character's motion is part of the puzzle!
Posted 9 September, 2020.
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4 people found this review helpful
11.9 hrs on record (10.7 hrs at review time)
More content, balance changes, slightly tighter timer, more modes, the importance of making perfect quads. This is an improvement over the first Chime which was very fun and relaxing to play.
Posted 30 July, 2016.
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3 people found this review helpful
1 person found this review funny
5.3 hrs on record
Own a vive and want to play a good platformer on it? Buy this.

Now with VR support. Already an excellent platformer and you should see the reviews why, and now with VR support as an update; the 3ds version can only dream of being this immersive. Looking around and seeing the whole stage, being able to see depth, can help knowing when the cast the hook. Frame rate is VR spec.


Note: the moment you start the game, press start to reset the view to your default head position, VR dimension settings can be adjusted in the options menu, such as scale of the area.

Kinda cute moving you head around and looking at the characters and mobs on screen.
Posted 22 June, 2016.
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3 people found this review helpful
475.1 hrs on record (221.6 hrs at review time)
This review is an analysis of how the ecology functions and entertains you. It will point out quirks that you will learn as you play for hours on end. It covers the base game-world, but the resources that you manipulate in the game has patterns and limitations, and will appear in any game module.

Working with the game ecology and finding the in and out of sustainable systems, i want to say the ecosystem is flawed, and the 2d nature of the game is part of the reason. The game life finds local maxima to survive and will burn out over time. Life in this game works like wild fire burning dry trees, leaving behind ash for the next generation to regrow. Maybe this fire analogy is an accuracy way to expect how life will NOT continue to thrive without considerable maintenance by the user to 'fuel the fire' of this system.

To support the system there are two resources: water and nutrients. How these resources move in the ecosystem limits how plant-like life grows:

Rules of water is simple and less critical to life, water refreshes at the lower layers as ground water, and very rarely by rain, life and time drains the water, some life depends on water more than others, the top of mountains are dry and only some plants will naturally migrate and survive on hills. There is no way for the user to improve the desperation of water without continuous work of manual rainfalls.

How nutrients replenish in the system, is ideally, by nutrient falls from the air. This is like another rain, but it is governed by rules the user must explore and he can enhance. There is a max cap or nutrients in the system that will fall before it stops and it can be increased by the user, but the amount of time and work to saturate the entire land with even falls automatically is unclear and possibly unachievable when compared to the volume of the land that is slowly increasing.
It is the scarcity of nutrients which will kill your ecosystem overtime because of limits how nutrients migrate. The dead rot and emit nutrients back in the surroundings. The living can move and die somewhere else, then rot and make that new land fertile.

The rules how nutrients, as a particle and in this 2d space, is what limits life in local maxima of good condition. Nutrients will over time sink deeper in the ground, and be inaccessible to all but few plants with the right roots to reach, plants that by chance may never grow above these deep nutrients, and in this a world stacked with deep vertical tiles. Nutrients do not move off tiles on its own, and i am sure, never spread horizontally on its own, this limit of motion is what forces only local healthy sub-ecosystems; be it intended or a flaw i do not now, but do not expect drainage from ground water to help move nutrients along the world, and happenstance to hot spots of life that need it.

Instead to move and fuel nutrient short term and as a buffer, within supporting life the time of random and a slow nutrient fall hits; you need swarms of creatures feeding and rotting above plants. The creature ecosystem has balancing problems. Ideally there are diminishing returns feeding nutrients down the food chain, where the loss appears back into the falls, but there are errors of positive feedback; flies and corpses on top of sticky-like plants was one, but was patched; but know where there are dead-eaters stacking, there is a deadlock of nutrients being looped and disappearing in that mini system and not spreading around and hopefully reappearing in the falls somewhere else.

Likely, when the measure life is high in local spots, there are dead zones somewhere else, and like the wild-fire analogy, plants will burn out without fuel from the falls, life will die, and the unique life count will drop down to zero, without your help.

Don't expect life in this game to be self sustaining , expect everything to burn out because resources that fuel this strange life: water and nutrients, do not migrate naturally in the ground, diminish within food chains, and slowly and randomly drop from the sky. Everything burns down like this dying planet.
Posted 12 May, 2016.
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No one has rated this review as helpful yet
5.8 hrs on record (4.4 hrs at review time)
At the end of each sesson, i keep thinking the screen rotates when scrolling.
Posted 25 December, 2014. Last edited 12 January, 2015.
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No one has rated this review as helpful yet
6.4 hrs on record (3.8 hrs at review time)
Concentrated Gun and dodging, with a power bonus system for dodging, without the need to run around. As if a gun arcade became a platformer.

Only weakness is, well each level has a unqure scenario, there are about 5 of them counting the two bosses. Makes me wish for more.
Posted 6 December, 2014.
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Showing 1-7 of 7 entries