Bdh2022's Non TMT review

All reviews here are for Non-TMT games, including profectus. TMT reviews are here.
52.The Ouroboros Protocol*(Epicboss32)
*Made for “Profectus Creation Jam”, whose theme is “Break The Cycle”. It was made in “Profectus”.


Topic: Getting more cycles whose effect fluctuate.
Length: 6-7 hrs. Endgame: Beat layer 4 chal

Layers: 4 layers. Layers 2~4 reset all prior progress. Layer 1 is about cycle, which makes point gain fluctuate. Layer 1 has ups and 3 buyables that changes that cycle. Some buyables in layer 1 resets some things. Layer 1 also has chals that reset some layer 1 stuff. Layer 2 only has ups, which boosts points. Layer 3 is about breaking the cycle, which includes both buff and nerf. Layer 4 only has 1 challenge that resets all things on entry and on exit.

Balancing: Very Slow and grindy. You should wait or grind for layer 1 buyables in early game, because it costs layer 1 currency and requires an upgrade effect of at least some number. Layer 3 is strategic, because they include both buffs and nerfs. Layer 4 chal is hard, because it resets all and gives nerf on entry.

Conclusion: The idea and the design of the tree was unique. However, the extreme grind and slowness makes this game boring. Nonetheless, it’s worth trying.
Ranks: Content 4/5, Balancing 0/5, Uniqueness 5/5, Overall 3.6/5

75.Distance Incremental*(Jacorb90) link Githack link
*Also “DI”. The review is based on normal, NA modes in v2.


Topic: Going far away. You’ll go beyond the light speed in the early game, which is theoretically impossible. You’ll end up traveling the ENTIRE multiverse in just a few seconds in the late game. Also in this game distance is produced by velocity(which has a cap but this cap is removed later on), which is also produced by acceleration. I’ll say distance=[d], velocity=[v], acceleration=[a]. For NA some achievements with no rewards are gone, which makes the game a bit harder.

Length: Maybe 15 hrs. Endgame: 152 achievements

Layers: 10 layers. All layers reset [d], [v], and [a]. Layer 1(Rank) only resets them. Layer 2(Tier) resets layer 1. Layers 1-2 are static layers and have own rewards. Layer 3(Rocket) resets layers 1-2, which gives a buff to [v] and [a], based on themselves and rockets. Layer 4(Rocket Fuel) only resets layer 3, which buffs rocket effect. Layers 1~4 only have reset buttons.

Automation tab has 3 bots(last one is added in next layer), which automates layers 1, 2, and 4, and you can unlock them with scraps and upgrade with intelligence.
Time reversal(TR) has a button reversing time, which makes all prior things go down(only for passive generation. Don’t go below 0) but gives time cubes while doing this. You can spend time cubes on TR upgrades(there are 15 and 5 of them unlocked later). Time speed is added in this stage, which boosts all currencies until collapse.

Layer 5(Collapse) resets ALL pre-collapse stuff(except automation), which gives cadavers that boosts time speed massively. You can spend cadavers on life essence, but it’ll make your cadavers 0, nullifying the effect. Layer 5 has 12 milestones that unlocked with life essence. Pathogen tab has 15(5 of them later) buyables that will be very powerful later, but they’re not strong enough at first. Dark circle tab has a buyable(Dark core) that costs cadavers. Dark core produces dark matter and boosts pathogen buyables after 12 of them. And dark matter produces dark enrergy, which produces dark fluid. Unlocking this tab will also unlock 5 TR upgs.

Layer 6(infinity) resets all prior stuff except automation, which produces knowledge. Knowledge can be used to buy infinity ups. There are 100 ups, but most of them are unlocked with progress. Also some ups repeals others, and repealed ones don’t have effects but you can’t buy them even if you didn’t buy. It can make you stuck, so you can reset ups.

Ascension tab has 4 perks but you can enable only 1 at a time. Also perks are temporary and produce ascension power that strengthens all perks and can be used for enlightenments. Stadium tab has 6 chals, whose nerf intensify with completion.

Pantheon tab has spectral gems that can be earned with infinities. And spectral gems can be used for angel and demon, both of which reduces the buff of the others. There’s a purge run(chal) that gives purge power, which reduces the nerf of angel and demon. Derivative tab has a button that adds a derivative(max 2). At 2 derivative shifts, snap produces jerk, which produces [a]. And you can boost derivatives by doing derivative boosts.

Layer 7(Elemantary;I’ll call it elem) resets all prior stuff including autos, which can be used for fermion/boson. Fermions produce quark/lepton, both of which have 6 buffs but you can select 1 of each. Bosons produce Gauge/scalar bosons. Gauge bosons boosts gauge force that speeds up photon, gluon, etc. Photon and gluon are used for buyables. Scalar bosons produce higgs bosons that can be used for ups that are good.

Theories tab has 7 subtabs. 1st subtab(Theoriverse; I’ll call it TV) has a TV button that nerfs all prior stuff, which gives Theory points(TP) on complete. Subtabs 2-7 cost TP to unlock. Subtab 2(supersymmetry; I’ll call it sym) has 4 sym particles that boost elem stuff, which also gives sym wave that boosts pre elem stuff. Subtab 3(Tree) has buyables costing TP. Subtab 4(strings) is affected by this tab and foam later on. Subtab 5(preon) stuff is boosted by 1st string, which is used for theoretical boosters that give TP. Subtab 6(Accelerons) has a button unlocking content. Subtab 7(inflation) is only affected by itself and foam, which vastly cheapens Tree costs.

Hadronic Challenge tab has a chal whose nerf is decided by yourself, which gives Hadronic score giving Hadrons. Hadrons give TP. Foam tab has many buyables boosting various things vastly. Unlocking a new foam resets all foam stuff. Layer 8(entropy) only resets foam, which has 25 powerful ups. But there are only 10 if you didn’t unlock the next layer.

Layer 9(Skyrmions) resets many prior stuff and forces elem reset. So it resets so many things. You may think it’ll take a long time to recover. However, this layer has VERY powerful buyables so even with 1 spinor upg it only takes a few mins to recover. In addition, there are 15 more entropy ups after reset, some of which give REALLY good QoL. Note that those QoL ups are kept on this reset. But buying a pion buyable increase the cost of the corresponding spnior one, and vice versa. But the 25th entropy up removes this scaling and allows you to buy max them(kept on layer 9).

Layer 10(multiverse) resets all prior progress(except higgs ups) but gives powerful boosts and QoL. But unlike layer 9 it’ll take a long time to recover. It also has some powerful milestones and 5 chals giving good rewards(including crackle, which produces snap).

Balancing: Fast, but has a few slow points. The 1st slow point is at 16 endorsements, you should wait for some minutes for ups.
Also stadium chal order(worked for me):
Eternity->Drigganiz->Spaceon->buy inf upgs until inf7;6->Infinity->Solaris->Reality More stadium guides

The 2nd slow part is at early elem(wait for higgs ups). And theories can be hard. But after inflation unlock the game is fast and easy. For NA mode if you’re stuck at TV try entering and exiting purge.

Misc: You can change font, notations. There’s a newsticker, some of which have reqs. Some newstickers are rarer than the others, which also tells you they’re rare. Foam is also called “fome”, since they’re homonyms.

Conclusion: The game has many unique mechanics. And the game is almost perfectly balanced and was fun.

Ranks: Content 5/5, Balance 5/5, Uniqueness 5/5, Overall 5/5

75A.DI Extreme*(Jacorb90)
*Extreme mode in v2.


Topic, length, endgame: Same as review 75.

Layers: The mode nerfs gains to a fractional power(^.8~^.9), which is a huge reduction. But it adds furnace, more TR/Higgs/Theory tree/Entropy ups, row 2 stadium chals, rank cheapener to compensate. Furnace tab has 5 buyables(2 of them added later) and blue flame that resets and then cheapens them. There are 6 chals in this tab, which weakens 4th buyable and some nerfs on entry. Chals 1~5 force a collapse, while the last one forces an elem reset.

Enhanced furnace tab has 13 buyables which are affected by auto furnace. Magma tab has 2 buyables which are kept on all resets except multiverse. Plasma tab has a buyable that adds a boost per lv.(max 12) Those boosts can be bought with white flame, which is based on plasma(boosted by Skyrmions) and blue flame.

Balancing: Slow. The game until Skyrmions is similar to normal in terms of difficulty. However, Skyrmions unlock plasma, which is a timewall section as you should wait for white flame and plasma to grow(up to 20 mins each boost).

This timewall intensifies at multiverse stage, for the same reason. The worst timewall is the last plasma boost, which makes you wait for 3 hrs. The 2nd worst timewall is after 10 Dark expanders, as you should wait for the last column 5 entropy ups before the last one. For the 2nd worst timewall you should grind at least e8 total ME before starting(because total ME cheapens all entropy ups, due to the last milestone).

Conclusion: This mode was fun until plasma, but was boring after that. Its balancing was still good though.

Ranks: Content 5/5, Balancing 3/5, Uniqueness 5/5, Overall 4.2/5

75B.DI Hiker’s Dream*(Jacorb90)
*Hiker’s Dream mode in v2. Send direct message to me, if you know why rocket resetting in Time Reversal helps in late game


Topic: You have to climb up a hill that gets steeper and steeper as you go(making progress slow down drastically), however there are new buffs to compensate for this steep hill.<-Mode description in this game.
There’s an “incline” that are increased at 1 km, which is based on [d] and raises [v], [a] to a fractional power. But there are new ups and a new tab.

Endgame: Same as normal.
Layers: No new layers. There are 36 energy ups and 3 new higgs ups, but nothing new. So this mode has less features than extreme. That’s because the nerf only applies to [v], [a](and energy), unlike extreme whose nerf applies to ALL currencies.

Balancing: A bit slower than normal. However, you’ll be confused at unlocking multiverse, because you need 30th energy up first, which is a big timewall. However, even if you bought it, you won’t reach 1 mlt. At this point you should click on a “reverse time” button(or press u key), and then rocket reset, and normalize time. This will make you reach 1 mlt instantly. It’s still useful after multiverse too.

Misc: A news ticker says that Jacorb created this only because he doesn’t exercise, although I don’t know if it’s true.

Conclusion: This game was similar to normal, but a bit slower.
Ranks: Content 5/5, Balancing 4/5, Uniqueness 5/5, Overall 4.6/5

75C.DI extreme dream*(Jacorb90)
*Extreme dream in v2, activated by selecting extreme+Hiker’s dream.


Topic and endgame: Same as normal. Length: 2-3 days.
Layers: It has both Hiker’s Dream and Extreme modes’ content. It has nerfs of both too.

Balancing: Slow. Pre-Rockets will be very slow, because it’ll take almost an hour to reach 1 rocket. But the game after rockets will be a normal, and will be faster than normal mode in infinity stage. However, the game will be insanely slow after 1 elem. You’ll suffer a LOT to unlock theories, to fulfill the distance req. In theories things become even worse. You’ll stuck in TV4(Theoriverse at depth 4) for a VERY long time(1 day). And you should grind very much before trying it.

The discord server recommends this before TV4 run: 307Gm of Entangled strings, 7686 Elementaries, 1.2e8 of both fermions/bosons, at least e16 of each supersymmetric particle, and 65 purge power.

Another guide for TV4

Note that in TV4 you should wait for e91 enhanced coal, for molten bricks. After clearing TV4, unlock preons and then use “Shift+click” for Theory Tree ups, which should work after TV4(achievement reward). After foam(which is unlocked before Hadronic chal in this mode), the game is still slow but is just a bit slower run than extreme, until the endgame.

Misc: “Thrusters V”(36th energy up) is gone in this mode.
Conclusion: This mode was much harder than normal(not as much as hard mode though), and has a huge timewall at TV4, which was painful.

Ranks: Content 5/5, Balancing 2/5, Uniqueness 5/5, Overall 3.8/5

75D.DI Easy(Jacorb90)


Topic: DI but much faster. Length/Endgame/Layers: Same as DI
Balancing: Fast. You’ll go elem in a short time. After that it becomes slower but still fast.

Misc: Inf upgs are never removed even if you didn’t unlock bosons.

Comclusion: The game was much faster, and it feels shorter than it seems.
Ranks: Content 5/5, Balancing 4/5, Uniqueness 5/5, Overall 4.6/5

75E.DI AAU(Jacorb90)


Topic: All achievements are unlocked at the start.
Length/Layers/Ranks: Same as review 75. Endgame: e3 mlt

Balancing: Super fast until elem but normal after.
Note: HC selectors(excl stadium sliders), first 5 rows of entropy ups, Auto photon/gluon/tree ups, Auto elem/multiverse, passive Rocket/Time cube/Cadaver/Life essence/entangled strings gain are always unlocked.

75F.DI hard(Jacorb90)[Under construction]
WARNING: It’s INSANELY hard so expect huge timewalls(max 2 weeks), insane grinding! Only consider doing this after beating all modes in prior ones!


Topic: DI but much harder. It’s the hardest mode of all single non-absurd modes(harder than extreme dream).
Length: days. Endgame/layers: Same as review 75

Balancing: INSANELY slow. The game is slow at the beginning too. 1st hell is TR, where you should wait for hours each ups(after 5th). Collapse req is lowered but it’s timewall to unlock it. You should have 4 fuel, e4 Rockets before wait. Collapse milestone 10 and rocket effect are nerfed.


Ranks: Content 5/5, Balancing /5, Uniqueness 5/5, Overall /5

76.Idle mine: Remix(Veprogames) Kongregate link/Crazygames link


Topic: Mining minerals to get rich. But you’ll end up mining unknown ones, planets, stars(including the sun?), galaxys(including milky way??), and EVEN your home UNIVERSE(WHAT??). But don’t worry, since those reappear as soon as you mine it, in this game.

Length: 2~5 days, including offline time. Endgame: Mine universe

Content: There are many minerals and buyables in this game. You can craft pickaxes with gems. The pickaxes’ power(P)/Quality(Q) are random, whose base damage is PQ. Base damage is multiplied with some buyables. But there’s a min. base dmg, boosted by blacksmith, blacksmith skill, etc(which are important in this game). There are 4 resources: Money, Gem, Planet Coin(PC), Wisdom, which are used for buyables.

There are 9 story chapters that are unlocked with progression and that give helpful infos. Chapters 1~4 are early game, 5~7 are midgame, 8~9 are lategame.

Balancing: Slow and grindy. You’ll click on a mineral many times in early game. And in late game and post-endgame, you’ll click on a buyable so many times. Also there are a few HP jumps for minerals, which are painful.

Misc: You can change notations. The save code is very long so it’ll be laggy if pasted in google docs. You can go much beyond the end. I once grinded until e4 blacksmith levels(which is possible with long grind). “Gem Waster” buyable is the strongest one in late game, capped at 10 levels(15 if gem waster+ is counted), but the cost jumps a LOT every level so you won’t max it even if you beat the game. It’s only maxed when you grind beyond the end so much.
Conclusion: The game was fun and was unique, but it’s too grindy. I wish this game has autobuyers. And when I beat this game I found that there are still many stuffs to do(At least many buyables having max lv aren’t maxed), which made me grind more.

Ranks: Content 4/5, Balancing 3/5, Uniqueness 5/5, Overall 3.8/5

77.Replicanti Incremental(Mrredshark77)


Topic: Growing “Replicanti”(multiplying each sec; I’ll call it R). But there’s a “Penalty” which nerfs the growth rate vastly, starting at 10 R and is pushed by R buyable 1(R Storage) and is also pushed further by R buyable 4(Repeated R). However, at e77 R there’s another nerf called “Slowdown” raising “Penalty” to a power, which in turn halts the growth rate. There’s a “Slowdown^2” later.

Length: 17~23 hrs. Endgame: 35 Achievements, e120 IP

Layers: 3 Layers. There are 4 buyables at first, boosting R. At e12 R you’ll reset for Galaxy, which resets all buyables and R but boosts all buyables. At e77 R grinding further will be almost impossible due to Slowdown, and then layer 2(Prestige) appears. It’ll reset all prior stuff except achievements and will give prestige points which are used for strong ups. Quite a lot later you’ll reach 1.8e308, and you can’t go further since it’s the limit. And you have to reset for layer 3spoiler which resets ALL prior stuff including prestige but gives Infinity point(I’ll call it IP)[/spoiler].

Layer 3 has 2 main buyables; 1st one(costs IP) gives “Infinity Replicanti(I’ll call it IR)” working like galaxies. 2nd one needs max IR and resets them, which nerfs their growth but boosts their effect. Layer 3 also has 6 chals giving automations for pre-Infinity stuff. After beating all chals you can break infinity so that you can go beyond the limit(giving more IP) This will unlock new things: IP mult doubling IP per level, new IP/Prestige ups. And there are 4 new chals(Infinity Challenges; I’ll call them IC) that requires pushing further to unlock. IC2 unlocks R sacrifice which only resets R(not buyables) but boosts their growth. And IC4 unlocks auto-sacrifice.

After pushing further and further, Replicators are unlocked at e64 IP. This grows exponentially without nerfs, which boosts IR growth/effect. Replicators grow the fastest in the end.

Balancing: No timewalls but VERY grindy. Since there’s no automation until infinity, which means you’ll click on a buyable too many times. There’s a max all button but isn’t enough as hotkeys don’t work. After beating 6 chals all pre-infinity stuff will be fully automated but this time you’ll grind IP so much.

Misc: This game has many typos. For example, Replicanti Galaxy’s description: “Reset your Replicanti, but makes replicanti upgrades is Ax stringer.”(A is the effect) This typo can also be found in Replicnti Power/Sacrifice. Maybe because it’s an old game and didn’t co worked with other devs.

Conclusion: The good side of the game is that it has no timewalls at all. However, it was way too grindy so you’ll be tired of clicking so many times(I ‘inevitably’ used holding enter key for max all button which spam clicks that button, but was still painful). In addition, there are no unique features at all; all things are so similar which makes this game boring. I won’t recommend playing it, unless you want painful games.

Ranks: Content 4/5, Balancing 1/5, Uniqueness 1/5, Overall 2.2/5

80.The Ascension Tree(Semenar) link


Topic: Same as RNG Tree. Length, endgame: None

Layers: All layers(except 1st) only reset the directly connected prior layers, which has 2 QoL ups unlocking at the next layer unlock that keeps ups and allows passive gen. Unlike RNG tree it has no buyables.

Balancing: Grindy but better than RNG Tree. You’ll click on ups many times until they’re kept.
Misc: The save code is too long
Conclusion: The game was better than RNG tree but still grindy.
Ranks: Content ?/5, Balancing 3/5, Uniqueness 5/5

81.Version Control(Semenar) link


Topic: A game inspired by AD, made for Void dev jam. With many versions.
Length: 7-8 hrs. Endgame: Endgame popup

Content: At start it’s contentless, but content is added with updates that need enough progress and reset ALL things. At v0.2 there’s automation that autobuys dimension/tickspeed. At v0.3, v0.4 dimension shifts/boosts are added. v0.5 adds heroes boosting many stuff, which are luck related feature. At v0.8 there’s a layer resetting many things, giving IP that can be used for ups.

Balancing: Normal speed. After rare heroes are added, you can stuck if you have bad luck, so export often. Sacrifice is annoying, but it’s automated later.

Misc: v0.3.1 req looks ridiculous but you can reach this by unlocking the 11stdim.
Conclusion: The game was fun since it has very good balancing. And it was unique despite being a AD clone, as it made updates as a feature.

Ranks: Content 4/5, Balancing 5/5, Uniqueness 5/5, Overall 4.6/5

82.1 Generator Infinite Upgrades(Naruyoko)


Topic: Same as title but not infinite ups. Length: Several hrs. Endgame: 1 aep7

Content: You can only buy 1 generator producing currency, which lets you start the game. There are so many ups boosting currency. After some time there are ups autobuying some ups. Quite a few later, there’s an inflation but a layer(Ascension) unlocks shortly after. It resets ALL prior progress(not generator), which gives Ascension points that can also be used for ups. Quite a few later ascension is also automated.

Balancing: Slow and grindy. There are many big timewalls at pre-Ascension, at early game too. Ascension is almost a hard reset and you’ll grind for this way too many times. Offline prod helps a lot.

Conclusion: It was unique in that it overused many ups. However, this game is bad due to many timewalls. In addition, ascension layer was also too bad because it’s too grindy.
Ranks: Content 3/5, Balancing 2/5, Uniqueness 4/5, Overall 2.8/5

82A.OGIU Vepro mod(Veprogames)


Balancing: Fast but grindy. Unlike the original there are only a few timewalls. But ascension layer is still grindy due to its nature.
The others: Same as original

Misc: You can download app to play without wifi. The UI looks much better than original.
Conclusion: Despite the same length as original, the game became much better due to greatly reduced timewalls. But ascension is still bad.
Ranks: Content 3/5, Balancing 3/5, Uniqueness 4/5, Overall 3.2/5

83.Infinite Softcaps(rft50)


Topic: Changing the fluctuating effect of boosts. There are no softcaps.
Length: 1-2 hrs Endgame: e100 AM

Layers: 3 layers. Layers 1(Matter), 2(Antimatter) reset nothing. Layer 1 has 6 buyables and some ups. “Sine” and “Cosine” effect changes by time. Layer 2 is a AD clone layer, but you can buy 3rd-8th dims with dimensions too. Layer 3(Infinity) layers 1, 2, which has chals that aren’t needed.

Balancing: Fast. You can reach the end without layer 3. But I reset for layer 3, which made my playtime much longer.

Conclusion: The game isn’t long and was fast. And layer 3 isn’t needed so people may go wrong due to layer 3.
Ranks: Content 2/5, Balancing 3/5, Uniqueness 3/5, Overall 2.6/5

84.Omega Layers(Veprogames)Crazygames link


Topic: An AD clone but with infinite layers.

Endgame: 49 Achievements

Layers: All main layers reset all prior ones, which can have ups, dimensions, chals, tree ups and are automated by automators(stuff) and volatility(currency). Aleph has many buyables boosting main layers. Restack resets all prior progress except achievements, giving layer coins that are used for strong ups. After enough progress you’ll go meta, which removes all features but resources grow exponentially, boosted by new buyables. Going meta also adds tree ups.

Balancing: Slow after delta. You’ll grind aleph every layer. Meta is slow too, so offline prod helps.
Conclusion: The game was unique as there are infinite layers, but the game was slow. And there’s only a few content after meta.

Ranks: Content 3/5, Balancing 3/5, Uniqueness 4/5, Overall 3.2/5

85.True Infinity beta(Reinhardt)alpha


Topic: Same as Omega Layers but each layer only has dimensions. There’s no dim. cap.
Length: 30-50 mins. Endgame: 1 Meta-IP
Layers: There’s an automation that automates dimensions and resets. But as you progress you’ll end up automating automation and even bulk prestige.

Balancing: Very fast. You’ll never suffer except the grind before bulk prestige.
Misc: You can select Chinese language.

Conclusion: The game was too fast. And it’s contentless so it’s a bad game.
Ranks: Content 2/5, Balancing 3/5, Uniqueness 3/5, Overall 2.6/5

85A.True Infinity(Reinhardt)


Topic: Same as True Infinity
Length: 1-2 days. Endgame: 1 Reality Point

Layers: Same as beta but ups and unfunity(dev made it so unfun that named like this) are added. Ups(except 2nd one) reset dims and give boosts. Unfunity are gained passively but it’s gained more when you’re online, which is very important in this game.

Balancing: Very slow. You’ll wait for unfunity points for hours. The worse thing is that unfunity points are gained MUCH less when playing idly(THAT’S TRASH!!!), so you can’t gain many points by just waiting(WORST GAME EVER!!!).

Misc: You can go beyond the endgame
Conclusion: The game is worse than beta, for being too slow and having TRASH unfunity.
Ranks: Content 3/5, Balancing 1/5, Uniqueness 3/5, Overall 2.2/5

86.The Factory of Automation(Jacorb90) link


Topic: Managing a factory, with automations. Length: A few hours. Endgame: e1.125e11 Steel

Layers: You produce steel manually, and A1 automates it costing steel. A2 autobuys A1(costs A1), A3 autobuys A2(costs A2) and so on. There are ups boosting those. You’ll unlock gold(boosts steel) later, which works the same as steel. There are more metals/gems. After some time there are milestones, boosted by charges that is earned based on steel. Charge tab also has buyables. And Radioactive reset only resets charge tab, which boosts them. Quite a few later you’ll reset for eclipse that resets all prior progress but gives big boosts. This also gives very good autobuyers(such as auto upgrade), but those autos are slow at first and become faster later.

Balancing: Fast. Charging milestones requires strategy but not that hard. And there are no strategies other than that. Buying ups after eclipse will be annoying though.
Misc: You can export the save file but you can’t export to clipboard.

Conclusion: The game wasn’t strategic at all, which is a rare case for “Jacorbian Balancing”. Also the game was a bit short. But the game was a bit unique as it made automation a main feature.
Ranks: Content 3/5, Balancing 3/5, Uniqueness 4/5, Overall 3.2/5

87.Endless Stairwell(Demonin) link


Topic: Going up a stairwell that seems endless, but you should become strong enough before going further. The game uses the highest num of all games.
Length: 5-8 hrs. Endgame: Floor 500

Content: At start you’ll find you can’t go beyond floor 50 since it’s locked until you find a ring in floor 49, which is locked as you should find a key in prior floor rooms. Rooms have enemies, which are stronger in higher floors. After floor 50, stronger enemies exist and there’s a reset layer(cocoa honey) wiping all prior stuff, in floor 99. After getting enough of them you unlock floors 101-150(e notation; AeB=A*(10^B)), whose enemies are much stronger than before. After buying the last up in floor 149 you unlock floors 151-200(F notation; 1Fb=10^^b), and there’s another layer at 151(cocoa bar) resetting cocoa honey. After getting 10 bars, you unlock floor -1, not the higher ones.

At floor -1 you’ll reset for dark orbs resetting ALL prior stuff but giving big buffs(max 4). You should reset for them whenever affordable. At floors 201~250, enemies’ HP use G notation, and 1Gx=10^^^x, which has a combinator where you can put 2 resources to a new one. At floors 250~350, enemies’ HP use J notation, and 1Jx=10{x}10=10^…^10, with x arrows. In this stage there’s a boss dropping blood gems that are used for dimensions producing monster blood, boosting stat a lot. At floors 351~498, there’s a K notation; 1Kx=1JJ…, with x J’s. At floor 499 there’s final boss

Balancing: Very grindy. You’ll hold down hotkeys so many. Items are random so you’ll grind many.
Misc: There’s a shark merchant selling ups, and he thanks you whenever you buy them. He appears again at floor 305, and says he’ll sell good items but “jelly” interrupt it. And he gives you glock and you kill jelly with it. However, after that you kill the shark as well. Rip shark
It’s almost impossible to play on mobile.

Conclusion: The game was too grindy and a bit short. Big nums don’t always lead to better game.
Ranks: Content 3/5, Balancing 3/5, Uniqueness 2/5, Overall 2.8/5

88.Reinhardt’s House(Reinhardt)


Topic: Searching house with infinite rooms.
Length: Several hours. Endgame: Nightmare 15

Layers: Monsters appear often, and you get gold if you win but reset gold on loss. There’s money room giving money, buffed by luck potion. Potion lab and health potions heals HP. Strength potion buffs your ATK. Stairwell appears sometimes. If you climb it monsters’ stat and reward, and health potion are buffed.

After enough floors bedroom appears. If you take a sleep you enter the dream that resets all prior stuff but get buffs. After enough dreams you’ll find 3 items(bread, chocolate, fuser). You’ll use the fuser that mixes bread and chocolate.

After many layers you’ll find control room allowing you to enter nightmare, which resets all prior stuff and buffs monsters a lot. But you’ll unlock new strong things, up to 3 nightmares. At 3 nightmares shadow blood unlocked, which buffs all stats. Nightmares past 3 buffs shadow blood.

Balancing: Slow. Reset related rooms appear rarely so you’ll just wait for them a lot.
Misc: Entering nightmare 1 changes to dark theme and changes die message. Entering nightmare 3 changes die message again, to a much shorter one.

Conclusion: The game is way too repetitive due to layers. In addition many critical items are too rare so it’s luck based.
Ranks: Content 3/5, Balancing 1/5, Uniqueness 3/5, Overall 2.2/5

90.Escape from Ventablack(Jacorb90) link


Topic: Escaping darkness. The color theme slowly gets brighter as you progress. There’s a radical color theme change at 50%, and at 100% the bar goes down and you have to recover to 100%.
Length: 1-2 hrs. Endgame: Fully recover 100% after you reach it

Content: At first you have a button letting you get light(which will be automated). And there are 9 buyables boosting light. At e8 photons you unlock pair production that has 2 buffs but you can only choose 1. Later on you’ll get lumen based on photon/s, which can be used for buyables. At 50% you unlock growth that has 2 buffs. You get both buffs but you can lv up only 1.

Balancing: Fast but confusing in the end. And color theme is bad. At 50% color theme goes much worse. At 100% you lose light and you have to tap on “+” icon in new tab, which is very annoying and very confusing.

Conclusion: The game was fun, but the color is bad. That’s fine, but the last tab was terrible.
Ranks: Content 2/5, Balancing 1/5, Uniqueness 4/5, Overall 3.2/5

91.A Billion Bananas(LuigiVerona) link


Topic: Eating many bananas. Length: 8-12 hrs. Endgame: 3 Loyal Runs
Content: You start with e9 bananas. You must eat all, and get 100 poop/eat. You eat 10 bananas/eat later on. After that you unlock 2 animals and truck. Animals help you eat bananas that is done automatically. Truck send e6 bananas and 2 buyables boosting the speed and cap.

After eating all you finish the 1st island and get 1 upgrade. And there are harder islands but some islands are a normal run. At this point you unlock QoL and an animal. After finishing all, you start over but eating is buffed by x+1, where x is completion. And you unlock 3 loyal runs that can be finished without something.

Balancing: A bit slow and very repetitive. You’ll do the same thing each island.
Conclusion: The game was too repetitive so it isn’t fun, despite the good design.
Ranks: Content 2/5, Balancing 3/5, Uniqueness 4/5, Overall 2.8/5

92.Tree Game(yhvr)[Unfinished]


Topic: A game with upg tree. Length: hrs. Endgame:

Content: 1st tab has tree ups generating/boosting x, y, z. There’s a layer(RP) resetting 1st tab giving RP that is used for Rebirth Tree. RP isn’t a static layer so buy ups as soon as you can afford. There’s a choice tree in RP tab, and you can choose 1 of the same row.


Ranks: Content /5, Balancing /5, Uniqueness 4/5, Overall /5

93.Tree Game Rewritten(yhvr) link


Topic: Same as Tree Game but more strategic. Length: hrs. Endgame: Unlock Lab

Content: 1st tab is same as Tree Game. RP is a static layer unlike the original, so this time RP is limited. You can respec RP tree unlike the original. 3rd tab(Another Tree) has a, b, c, but c isn’t possible. a~c can be bought with total RP used for Another Tree ups. Lab is unfinished.

Balancing: Fast but strategic. You should choose RP ups wisely. If you’re stuck respec RP tree and try different ups. Better RP is good for RP.

Conclusion: The game was fun, but was a bit short. Good game though.
Ranks: Content 3/5, Balancing 5/5, Uniqueness 4/5, Overall 4/5

94.Rapture 30(Jacorb90)


Topic: Getting Raptures that nerf sprint. Length: mins. Endgame: 30 Raptures

Balancing: Fast and strategic. You should buy rapture ups wisely.


Ranks: Content 2/5, Balancing 4/5, Uniqueness 4/5, Overall 3.2/5