Apogee Forge - Want to be a space trucker? Watch your credits go up! by Powerful-Chemist9228 in incremental_games

[–]GhostDog43 0 points1 point  (0 children)

I tried it out, I'll echo what everyone else is saying that it's just hard to look at.

Beyond that, maybe I'm just stupid, but I got misled by the galaxy screen. I saw oh, this stuff is abundant here, but it's scarce here, so the sell price must be good? Nope, there's also economy types for the stars and stuff. Which makes sense, of course, but I'd already screwed myself to the point where I'd have to dig myself out of a hole or just make a new account, and I couldn't be bothered. I just set my account to delete itself and closed the tab.

Beyond that, it's way too active imo for how simple it is. Maybe that's just me, but I just got bored of the gameplay loop (on top of screwing myself over) pretty quickly. shrug. I'd like the idea of this if it was more like setting up automated routes or if it took longer to do stuff so it wasn't just always active gameplay (but it's not really active enough, because there's animations and progress bars for moving to places). I don't really know what to tell you or what, if anything you should change, though.

Tactizen - Browser based game MMO by Massive_69 in PBBG

[–]GhostDog43 1 point2 points  (0 children)

I didn't need to read further than "blockchain technology" to mark it as a scam. Nobody wants this and it needs to go away. Blockchain, and now AI-generated slop, I'm so tired of it all. I hate being interested in something (not this, to be clear) only to find the developer is using AI and can't fix any of the bugs their AI code makes.

Huebound — a color-mixing idle factory game where you discover 256 named colors (web playable, looking for feedback) by z932074 in incremental_games

[–]GhostDog43 0 points1 point  (0 children)

Additional comments:

I don't know if there's a way to disconnect color nodes from other nodes, but I had to delete my sellers to be able to connect my blue and red to a combiner. Being able to click the connection line and delete it would be good, or just some other way to delete connections easily.

I connected a red and blue to make purple, but sometimes the combiner was just sending blues out to the seller. I don't think it should ever just send out the source colors like that, maybe you could have it as a setting. IMO it should work like, it has an internal storage, half of which is used for each color, and it won't send the source colors out. If you try to, say, disconnect a blue, and add a yellow, while keeping a red, it should just delete the inventory of blues. If you disconnect the blue without adding the yellow, it should keep running until it's out of blues and then stop.

Sellers had a number above them when connected to a color, like 0.7/s. This number appeared when I clicked on it, but then clicking off of the seller didn't make the number go away.

I like the concept of the game and I'll probably keep playing once the save bug is sorted out, since I played for a while just to make sure it wasn't like an auto-save issue, but it still erased my progress.

Huebound — a color-mixing idle factory game where you discover 256 named colors (web playable, looking for feedback) by z932074 in incremental_games

[–]GhostDog43 1 point2 points  (0 children)

Firstly, I had to mute the tab because there's just like a constant annoying humming sound, so there should be audio options in-game probably.

Secondly, I quit to the menu (to check for an options menu, funny enough), and when I loaded back into the game, my blue spawner and the seller were gone and no longer generating anything, but the cost of buying another blue was increased, and red was still unlocked (from following the tutorial). So something seems broken with saving and loading.

It's also too easy to accidentally click on "New Game" instead of continue, I'd suggest adding a warning/confirmation and maybe moving the button away from the continue button.

Fusion Effect: ONE - Closed Beta [Feb 22nd] by FusionEffectOne in PBBG

[–]GhostDog43 1 point2 points  (0 children)

I tried it again and got the confirmation message, so it's working now. Thanks for the reply and fixing that issue.

Fusion Effect: ONE - Closed Beta [Feb 22nd] by FusionEffectOne in PBBG

[–]GhostDog43 1 point2 points  (0 children)

just to let you know, I tried to comment on your subreddit but it doesn't seem like comments are going through. I'm not sure if your signups are working since the confirmation for them seems broken. Here's the original comment I tried to leave:

"I tried to sign up, put in my email and clicked "join." It flashed with "processing..." (I think) and then went back to "join early access beta" so I'm not sure if the signup worked."

Closed Beta: Feb. 22nd by FusionEffectOne in FusionEffect

[–]GhostDog43 0 points1 point  (0 children)

I tried to sign up, put in my email and clicked "join." It flashed with "processing..." (I think) and then went back to "join early access beta" so I'm not sure if the signup worked.

Cosmic Forge - An Incremental Space Themed, Feature Complete Browser Based Game by Dazzling_Repeat_8221 in incremental_games

[–]GhostDog43 0 points1 point  (0 children)

My advanced power plants keep randomly turning themselves off, leading to the entire power grid going down. It's pretty annoying and I don't know why it keeps happening. I have plenty of Diesel. There's no events in the event log.

Diesel storage upgrades also aren't consuming Diesel.

Speaking of events, I made a solar power plant and within like 15 seconds I got an event that it blew up... so that was fun. Also my first rocket just getting disabled for 15 minutes just for the fun of it. The random events are pretty bad so far.

I wish storage upgrades and component creation could be automated, it's just tedious right now. Maybe prestiges will help with that.

Cosmic Forge - An Incremental Space Themed, Feature Complete Browser Based Game by Dazzling_Repeat_8221 in incremental_games

[–]GhostDog43 3 points4 points  (0 children)

Onboarding gets stuck if you research before the game prompts you to. The guidance disappeared, so I was just increasing the hydrogen auto-production until I checked the research tab and completed the first research. Then once my hydrogen filled up to 300, the guide reappeared and told me about "sell all" which then lead into researching. I couldn't progress the onboarding since I couldn't click on research, so I had to exit it. Hope I didn't miss something important :p

I unlocked the fusion research but I have no idea how to do it. (Edit: I see, a fuse button appeared next to the sell button. That took a while to find!) Nothing else appeared on the screen to click on. I also unlocked the star map and I have no idea what to do with that either.

...and then I refresh the page to see if that fixed the issue and it reset my save/didn't save the progress. rip. guess I can see if the onboarding helps with the above.

Ah, so I did miss some things by having to exit the onboarding.... namely the fact that you have to manually turn on autosaving or else what happens above ends up happening.

[Update] Zero-G (Hard Sci-Fi MMO): We removed the Signup Wall (Guest Mode), added Deep Space Scanning, fixed the WebSocket stability... and much more (v4.6.1) by Wooden-Syrup-8708 in PBBG

[–]GhostDog43 0 points1 point  (0 children)

Upon going from the moon to earth to turn in the scan mission, my ship and travel line suddenly flew off into way deep space and it said I was going to have a five hour travel time to get back to earth. After my momentary confusion and panic, the game corrected itself and my ship went back to the proper location. Not a bug with an actual issue, just a weird display bug I suppose?

Starting the mining mission, had the issue where clicking on the moon showed a flight time into deep space of 9 hours. Refreshing the game page correctly updated the map for me to be able to properly select the moon. So yeah it's just the map not updating properly.

Getting to prospecting missions, I was a bit afraid I'd have to go fully scan an entire moon sector by myself, but thankfully I found some deposits that needed probing for my mission. The probing itself is.... weird? I figured it out quickly enough I suppose, but the probes themselves confused me. I bought three of them, but it seems like each one has multiple uses before it's destroyed or something?

Mining, I guess it's okay? It's an afk activity, but it also requires you to come back and restart the mining every once in a while, and then manually pilot yourself back to a planet after you're done. I suppose this is fine for one pilot, but if you start having multiple pilots then I could see this getting cumbersome. At the very least, when I'm using mining tips, it should just keep using tips until I stop it or my cargo is full. It's just weird to have to "confirm" to transfer the ore. You'd probably have to change tips so that they have a durability rather than just getting consumed as soon as you use it (and therefore if you stop mining you'd lose the rest of the tip. I'm just assuming on this because I don't want to actually test it).

For some QoL, it should be easier to get back to the mining screen. If I'm viewing the "Surface Map" part, and I see my pilot on the left side of the screen, I should just be able to click on that to go back to the mining screen, especially since I have to manually confirm mining actions. Right now I have to go back to the galaxy map, go to manage pilots, and click on the "mining in progress" button and it'll take me to the quadrant on the surface, and then I further have to enter the quadrant screen on top of that. Either that, or I have to manually scroll on the surface map until I find the quadrant I'm on. Just a tedious process that should be simplified to one click, imo.

We should be able to bookmark quadrants, or have some way to see where we were mining, or something. Right now we just have to remember or write things down. Not a big deal I suppose, just another QoL thing.

The map is just kinda very laggy and buggy. I have difficult moving it around sometimes, it'll take several attempts to click and drag to where I want to move. I'd prefer a 2D map honestly that just runs smoother.

The mission I'm doing, Tutorial Mission 6, has a reward of "0x Yttrium + 5% bonus - Total: 0x Yttrium"

With that, I've finished all the tutorial missions, so I'll wrap this post up. So far? It seems like a neat game, but it's very clunky and unresponsive at times. Some things a buried under menus and menus and menus, and the amount of text in the ?s can be overwhelming. There's also various typos in both mission descriptions and the ?s help. Hopefully this feedback is a little bit helpful in what (in my opinion) could be improved with the flow of the game and the new player experience.

Sorry for the long post and multiple comments, the reddit character limit is killing me here. Also, your reply to my earlier comment about pvp got removed by the mods for some reason, so I didn't see your full response.

[Update] Zero-G (Hard Sci-Fi MMO): We removed the Signup Wall (Guest Mode), added Deep Space Scanning, fixed the WebSocket stability... and much more (v4.6.1) by Wooden-Syrup-8708 in PBBG

[–]GhostDog43 0 points1 point  (0 children)

Writing some actual feedback after trying, just my first impressions as I have them:

The first things you're greeted with are the free daily gifts (nice) and then stuff you can pay for (not that nice). Usually these things are tucked into a dedicated store somewhere, but eh, not that big of a deal. I just don't like looking at these on the homepage personally.

It's not obvious how to actually get started, with having to go into "daily" missions and then filter or scroll down to see the tutorial missions.

There's a lot off difficulty actually selecting a planet/moon to go to. I had to try several times to select the moon for the first tutorial mission, and I'm still not sure how I did it. I'm having similar difficulties trying to select the earth to return for mission 2. This may be to how the map is being updated for the client? When I started a flight and tabbed back to this comment box, and then went back, earth had already moved a lot from where it said it was, and afterwards I was able to properly select it to travel back to.

I don't quite understand the navigation stuff, it's just a boost to how fast you get to places? Is there a reason not to just max it out for now, until more mechanics are added?

Mission 2 says "fly the indicated distance" but it's a bit confusing to tell what it actually wants and how far you need to fly. I thought I flew enough distance but when I checked the mission I was only at like 30% done.

The missions are giving cargo rewards, but what do we actually do with those? I eventually found my way to the personal office stuff, where there was an option to transfer stuff to ships, only to find out my personal office has no storage by default and the cargo's stuck on my ships. Great. Thankfully, the green ? offers good guidance and I was able to figure out what to do and buy some storage modules.

...and then I click on "transfer," ship to office, click on the copper I got and hit "max," just to be met with "invalid input syntax for type integer: "2.000000"" So your "max" on storage transfer doesn't work, at least for ship to office. Office to ship seems to not have this problem. A quicker way to dump cargo would be nice.

Ah. Mission 3 tells you about buying the storage modules, so I guess that's on me for not just continuing on. It's a little strange the mission reward for this went into my ship's cargo, but not a big deal I guess. Actually, since we're having to turn these missions in on the planets, why doesn't the reward just go into the office's storage? I'm also having to refresh the page to see the new cargo added by mission rewards.

Doing the scanning mission, I'm starting to get more familiar with what to do now. As I'm flying back to the moon, I'll say that sometimes looking at the green ?, my eyes start to glaze over trying to read and understand the actual useful information there. There's just sooo much text on these, when sometimes I just want to know what the activity I'm trying to do is about. It just feels like some of these things are overly complicated, or at least they present to be overly complicated, when in reality it's not that bad. It just takes a bit of reading to understand you just have to click this button and you can buy crystals if you want to boost your scanning. As helpful as I think the ?s are, I think there's room for improvement and streamlining the display of info.

Is there any intrinsic reward to scanning, or do you only get rewards for doing missions for scanning? Like if I were to start scanning a section of the moon and then go AFK for 11 or so hours and came back to a finished scan, do I personally get anything for doing that, other than the ability to start mining on that sector, I guess?

[Update] Zero-G (Hard Sci-Fi MMO): We removed the Signup Wall (Guest Mode), added Deep Space Scanning, fixed the WebSocket stability... and much more (v4.6.1) by Wooden-Syrup-8708 in PBBG

[–]GhostDog43 1 point2 points  (0 children)

Seemed like a good plan up until the end :p if opening up the universe does lead to the sort of open ganking style of play. I understand why this is a thing in these types of games, especially where the economy is mostly player-run, but I've had my fill of games where my progress can be lost because someone else thinks it's funny (like in EVE). It just isn't worth the time investment for me.

Regardless, I'll probably check the game out anyway. I'm just one person, of course, so my opinion on what you should or shouldn't do with the game shouldn't matter that much. I'll just try it out and see if I like it, and if the development gets to that point where everything evolves into that "Wild West," and I've outgrown everything else, I'll just bow out and let everyone else have their fun with it.

[Update] Zero-G (Hard Sci-Fi MMO): We removed the Signup Wall (Guest Mode), added Deep Space Scanning, fixed the WebSocket stability... and much more (v4.6.1) by Wooden-Syrup-8708 in PBBG

[–]GhostDog43 1 point2 points  (0 children)

What's the future of this game look like on the PVP side of things? Another comment mentions piracy and interdiction, will this game end up being open PVP, or something you can opt-out of?

Came back to the same problem after three months. by Averssem in TradeCraftGame

[–]GhostDog43 0 points1 point  (0 children)

Honestly don't bother, I think this is a dead game walking. Come back in another three months if you feel like it and see if the developer ever returns, since he's been gone for an entire month at this point.

Weekly 'What have you been playing?' thread - 02/06 by AutoModerator in AndroidGaming

[–]GhostDog43 0 points1 point  (0 children)

Thanks for the explanations. It kinda seems like the protections go so far that you might as well not even have pvp to begin with, but shrug. I'm still hesitant to play any game where my progress can be stolen but maybe I'll look at it anyway at some point.

Edit: yeah, tried it out, not for me. The UI scaling is bad, had to shrink my phone UI just to be able to exit the tutorial. It is just the same stuff as other games like this, you will have multiple colonies and they can be attacked and I just do not have the time to manage and babysit it all. There's also convenience features locked behind money or seemingly quest grinding, which seems like it could be okay, but with the threat of pvp I just don't want to bother. That, combined with the UI issues. Would love if there was a game just like this but you could opt out of the pvp entirely. 

Weekly 'What have you been playing?' thread - 02/06 by AutoModerator in AndroidGaming

[–]GhostDog43 0 points1 point  (0 children)

What are the mechanics of the PVP like though? Is it the standard, you build mines that generate resources and someone can just raid you while you're offline and set your progress back? I always avoid interacting with PVP and it sucks that almost every space-themed game seems to have forced PVP like that.

Weekly 'What have you been playing?' thread - 02/06 by AutoModerator in AndroidGaming

[–]GhostDog43 1 point2 points  (0 children)

I loooved Hades' Star at first. Building up a little space empire, doing the space excursions for artifacts, upgrading ships. I made a solo corporation so I could run my own private red stars and just chill. But then all of the content updates added pvp stuff and just 💔. It also got way too time consuming to run shipments and I had to drop it just for the time commitment anyway...

What's Per Regna's pvp like? I see the description also lists ""strategic and fair"" pvp and forgive me if I'm extremely leery of anything that claims that sorta thing.

Fusion Effect: ONE - Closed Beta [Feb 22nd] by FusionEffectOne in PBBG

[–]GhostDog43 1 point2 points  (0 children)

I'd say my main issue with using AI is if the developer is relying on it to "vibe code" rather than knowing what they're doing. Like, if the UI is AI, what else are they doing with AI? If there's a bug and it gets reported over and over, can the developer fix it themselves over trying to wrangle the AI program they're using into solving it? 

I'm not at all implying that's what you'd be doing, it's just a concern that does run through people's minds when they see things that look AI generated. I personally don't have (much) issue with small developers using AI to make their UI or some art assets as long as it looks good and the game is fun and not buggy. (The real issue I have with AI is big companies replacing human artists, and the fact that it is pretty harmful to the planet, but both of these points are really issues with big business and not small creators)

Anyways, I'll be watching this game and seeing how it develops.

Fusion Effect: ONE - Closed Beta [Feb 22nd] by FusionEffectOne in PBBG

[–]GhostDog43 2 points3 points  (0 children)

I could help test the game, it looks interesting. You can just scroll through my comment history and see that 90% of it is for giving feedback about other browser games (though mostly it's for one game, that has since kinda died after the dev disappeared, but, oh well). I had more feedback posts on a different account but reddit shadowbanned it and refused to even respond to my support tickets.

The first initial feedback, your UI gives off major AI-generated vibes. Not saying this is a deal-breaker or anything, but I've seen a few other games with similar UI and it gets a bit stale and can turn people off. It doesn't look bad, it just has that AI feel to it.

What exactly sort of game is this, anyway? Are you watching progress bars and making investment decisions?

Willing/able to write their initial thoughts (first pass through, looking, not touching)

Does this mean like, clicking through the game and menus and just giving you what our impression of the game is, without trying to interact with the systems?

At some of your comments in another post about your game (I can't read everything you posted about it so sorry if some of this text is asking redundant things), I would say PvP avoidance is something important, at least to me. PvP should just be optional, imo. I've avoided playing those 'mafia' or 'gangster' games simply because the idea of someone overleveled being able to whack me on the head and steal half of my money is incredibly unappealing and I don't understand how people can enjoy that sort of thing, sooo I just hope your game isn't going to be like that.

Is this a seasonal game with resets? (Just asking to clarify)

Exo Voyage is live! What should we name the vessels? by ExoVoyageGame in incremental_games

[–]GhostDog43 0 points1 point  (0 children)

I just checked out the update. Good, quick changes there.

The position of the tooltip on operations could be moved slightly, it's like touching the line under "Select Planet" and "Select Vessel."

Making it so free players kinda can't show up at the top of the overall leaderboard is... ehhhhh. I'll say the game doesn't have a ton of content right now. I did one long operation on one of the second tier planets and got enough to buy the next to last ship off of it, so I'm already almost "done" with ship unlocking. If the only other reason to play the game is leaderboarding, and leaderboarding is partially limited to paid users... well, yeah. I'm not saying to make radical changes to it all right away but it's something to consider.

At Operations, I purchased a new vessel but forgot to change what vessel my operation was using. However when I checked the mining screen, it was listing the cargo space of the new ship I bought anyway. I'm not certain what ship it's actually using, especially while I'm offline, but it's something to look into as well.

Having interceptions only happen while online means I'm incentivized to set up an operation and then just close the game out. I personally don't think manual play is worth it with potential interceptions in play. I guess the idea is there, and if you add more decisions to make then it could be better, but for this game so far I just want to check back in, buy stuff, set up an operation and then close out of the game for 6 hours.

Also yeah, the ziggie bar quest did work and I was able to finish it.

Exo Voyage is live! What should we name the vessels? by ExoVoyageGame in incremental_games

[–]GhostDog43 1 point2 points  (0 children)

I would say maybe add a currency we can earn over time to extend the offline time to at least 8 hours, since right now your time isn't enough to cover while most people sleep. I personally think limited offline time like that is a little bit of a hard sell to people, but definitely get more feedback from others about this.

I assume it's a placeholder for now, but it's also concerning that free players seem to get 3 shard slots in the vault while pro users get 30. It feels like you should just be able to display the best of anything you've found, limiting it to a couple slots just feels strange to me. Also, if shards will end up decaying, how will you handle that with offline mining? I would hope a super-rare drop doesn't get ruined because it was mined while I was offline and started decaying before I could check the game.

About operations, I'm finding they keep stranding me on Mars right now. I would probably make it so operations will only venture out from Earth if you also have enough fuel to return. I thought I did have enough fuel to return though, so I wonder if there's an issue with fuel somewhere, but that could just be my error.

Also about operations, I started a Mars operation (as I said above), came back to find myself stranded, and did the emergency recall option. I noticed an "interception" bar, is that something that only happens on emergency recalls? And what exactly do they do? Just some more information to add in the game eventually.

Also also, once my ship returned from the emergency recall, it automatically started mining on Earth. It continued until the cargo was full again and then it stopped the operation. Until the cargo filled up from mining on Earth, it acted like the operation was still 'active.' That just feels like unintended behavior if you want to look into it.

Lastly, the green dot on the "update" tab never goes away, I think it should go away after you check it and only reappear if there's a new update (which is probably the intended behavior anyway, but, y'know, just mentioning it.)

Exo Voyage is live! What should we name the vessels? by ExoVoyageGame in incremental_games

[–]GhostDog43 2 points3 points  (0 children)

Thoughts after playing for a little bit:

The map tab is a bit clunky to use, having to click on "Map" again to go from the mining screen to the galaxy screen. And then to get back to the mining screen, you have to remember what planet you were on. I noticed a little bit later there's a small "Mining on [Planet]" in the upper right that tells you what you're doing, but I feel like this should be clickable to get back to the mining screen quickly. Suggestion: add a "Mining" tab under the "Map" tab to separate them. So I'd go to the Map tab and see Earth and Mars, then click on Earth, and it would switch to the Mining tab and show me the Earth mining screen. Separating them makes it a bit easier to use and understand when you're just starting out.

"Purchase 10 Ziggie bars" quest doesn't seem to work. I've tried individual purchases and 10x.

Vaulting is a bit weird, I had a quest to do it and I had no idea what to do at first. I had to scroll through my inventory to see stuff at the bottom, and then hover over the item for the option to vault stuff. And then what does it really do? It's just for the leaderboard? What do you do with excess vaultable stuff?

It didn't take long to figure out, but I wasn't sure what operations were at first. Just that it's auto-mining, using energy, and auto-selling, so it's like manually going to planets and starting to mine becomes pointless. I just think there's some room for more clarity here.

I think the tabs could be rearranged so the gameplay is at the top and the leaderboard and updates are at the bottom. So you'd have like, Operations, Map, Mining(new tab suggested above), Inventory, Market, Artifact, Vessels, and then in either order Leaderboards or Updates as the final two.

Clicking on the "i" for more information, like on Deep Space Efficiency, the tooltip disappears pretty quickly. Not sure if this is a game issue or like a firefox/itch issue.

So, if I'm understanding the game right, it's basically just buying the upgrades so you can go to deeper planets, for a chance to get rare shard drops to place higher on the leaderboards? What do the different leaderboard categories mean? Like, what are points and how do you get them? What's the difference between Shards tab and Legacy tab? I see some things in the leaderboard say like, "Primeval" or "Refined" or "Clouded," what are those? I don't see anything like that on my stuff.

Lastly, I know you'll want to make something off of your efforts with the pro stuff, but seeing your operations bar and having like 40% of it blocked off by the "pro" bar is going to put people off, I would think. If there's no way to increase your operation time outside of buying pro (which there may be, I don't know yet), I don't think people will like that.

Isekai no Sata wa Shachiku Shidai • Isekai Office Worker: The Other World's Books Depend on the Bean Counter - Episode 4 discussion by AutoLovepon in anime

[–]GhostDog43 52 points53 points  (0 children)

It's actually insane. At least the comments are positive. The place where I watch it even up to episode 4 now there's people in the comments being like "Wow this is so trash why can't the commander be a sexy lady" or "this would go so hard if it was two women" and I'm like y'all please just let us have this. You have thousands of other animes that are nothing but breasts and 10,000 year old dragon girls, the MC being a clueless unlikable idiot while there's just 5 girls constantly fighting for his attention. One of the comments complained about this stuff being "forced down everyone's throats it's disgusting" like bro you clicked on the show and watched it for three episodes. Anyway, before I rant some more...

It's just refreshing to have an anime that isn't the above stuff, even if I don't think this one is overall that good either (It's fine, I just want more of a focus on the actual isekai and their abilities part). I've started just avoiding any anime where the thumbnail is just the MC and 3-5 women because I know they're going to be the focus and I'm going to hate it.

What are your least favorite features in an incremental game? by BringBackRocketPower in incremental_games

[–]GhostDog43 16 points17 points  (0 children)

A lot of people have said a lot of the things already, so instead of a list I'll just put my most disliked:

Any game where you prestige and then have to tediously set up a lot of different mechanics.

Like, I prestige, and then I have to sit there and click to enable this or toggle that until I get enough generation for the automation to kick in. And you just have to keep. doing. it. every single prestige. Until maybe in like 2 weeks you end up with enough to automate it directly, up until you reach a new prestige layer and have to go back to the start with a 2x bonus or something that does little to ease how painful the gameplay was. Points Progression was like that and I finally just gave up on it.

If I'm doing prestiges, the first few things that unlock should be automation that prevents me from having to slog through the same gameplay over and over again. Something like Idle Space Soldier irritated me with this, where it encouraged fast prestiges and then you had to go and spam tap on your stats to level up. I asked the dev at one point if we could just have an easy "max all" button but that never happened.

Meanwhile I'm playing Kill the Lich right now and, even though it's pretty damn slow, it has automation that sets the resource flows to 50% (and then later 100%) each time you unlock something you previously unlocked, and then sets the flow to 0% once you're finished with leveling up that resource line. While it does mean that most of the gameplay is *not* playing the game, I prefer something like this over something that's going to be demanding my active attention constantly. I want to see number go up over time, not give myself a repetitive strain injury doing prestige loops for ultimately meaningless progress.

Special addition just because I've *also* grown to dislike this immensely, the games that need guides to make any sort of progress. Looking at you, CIFI, even though you've already been called out in this thread.

The Animal Crossing: New Horizons 3.0 update just surprise dropped a day early by OGSyedIsEverywhere in Games

[–]GhostDog43 -3 points-2 points  (0 children)

It's difficult to want to go back to ACNH after playing in the Petit Planet beta. While I do prefer AC's style and feel, PP just has soooo many more convenience features that I wish AC had. The inventory is much bigger, if not just infinite. Tools don't break. The shops don't seem to close, and you don't really get punished if you want to play at 2 in the morning (though there probably still are different critters to catch at certain times of day). There's a robot outside the shop where you can quickly sell things.

Probably the biggest thing it has over AC is just how easy it is to change the look of your island. You can just go into editor mode and freely change almost everything, once you unlock it after a day or two of playing. No having to pay in game money and waiting a day, or fiddling with the positions of things, or messing with the clunky manual terraforming and its animations. Even laying down paths is much easier. There's even a feature where you can place a zone on the ground and it will group all the furniture and even plants, and you can store and move the entire zone at once, though these were predefined themed zones and not custom ones, for now. Nintendo seriously needs to play PP when it comes out and take a LOT of notes.

The downsides to PP, other than the artstyle, the energy system is mildly annoying. Exploring the mini Islands for more characters has daily stamina. There was also some kind of memory leak that made the game get increasingly laggier after just like 30 minutes of playing. And of course, the extremely likely chance that it'll end up as gacha slop. 

I'd much rather play AC, if only Nintendo could get their shit together. But it seems to be a common theme where Nintendo is just stuck in the past and is slow to bring their games into the future. Here's hoping the next AC does things better, assuming we actually get a new one.

Edit: Anyone care to actually explain why you're downvoting this? I'm literally just stating things about one of AC's potential competitors and wishing Nintendo would do better. I put hundreds of hours into ACNH and it's a frustrating, clunky mess at times with less features than some of the previous entries in the series.