Bdh2022's Non TMT review

All reviews here are for Non-TMT. 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

Summary

Topic: Getting 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 chal resetting 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 insane grind and slowness makes it boring.
Ranks: Content 4/5, Balancing 0/5, Uniqueness 4/5, Overall 2/5

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

Summary

Topic: Going far. You’ll go beyond light speed in early game, which is impossible. You’ll end up moving ENTIRE multiverse in just a few seconds in the end. Also in this game distance is produced by velocity(has a cap that is removed later), which is 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 rewards. Layer 3(Rocket) resets layers 1-2, giving buff to [v] and [a], based on themselves and rockets. Layer 4(Rocket Fuel) only resets layer 3, boosting rocket effect. Layers 1~4 only have buttons.

Automation tab has 3 bots(last one is added in next layer), which automates layers 1, 2, and 4. You can unlock them with scraps and boost with intelligence.
Time reversal(TR) has a button reversing time, which makes all prior things go down(only for passive gain. Don’t go below 0), giving time cubes. You can use them on TR ups. 2nd TR up buffs time speed, boosting pre-collapse stuff.

Layer 5(Collapse) resets all prior stuff(except automation), giving cadavers boosting time speed. You can use cadavers for life essence, resetting cadavers. Layer 5 has 12 milestones unlocked with life essence. Pathogen tab has 15(5 of them are added later) strong buyables. Dark circle tab has a button(Dark core) costing cadavers. Dark core produces dark matter and buffs pathogen buyables after 12. Dark matter produces dark enrergy, producing dark fluid. Unlocking it unlocks 5 TR upgs.

Layer 6(infinity) resets all prior stuff except automation, producing knowledge which are used for infinity ups. There are 100, but most of them are added with progress. Some ups repeal others, and repealed ups have no effect but you can’t buy them even if you didn’t buy. It can make you stuck, so you can reset ups.

Ascension has 4 perks but you can enable only 1 at a time. Perks are temporary and produce ascension power boosting all perks and can be used for enlightenment. Stadium tab has 6 chals, whose nerfs intensify with completion.

Pantheon tab has spectral gems earned with infinities. Spectral gems are used for angel/demon, which nerf each other. There’s purge run(chal) giving purge power, reducing the nerf. 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 are used for fermion/boson. Fermions produce quark/lepton, and both have 6 buffs but you can select 1 of each. Bosons produce Gauge/scalar bosons. Gauge bosons buffs gauge force boosting photon, gluon, etc. Photon/gluon are used for buyables. Scalar bosons produce higgs boson used for ups.

Theories has 7 subtabs. 1st subtab(Theoriverse; I’ll call it TV) has TV button reducing all prior gains, giving Theory point(TP) on clear. Subtabs 2-7 cost TP to unlock. Subtab 2(supersymmetry; I’ll call it sym) has 4 sym particles boosting elem stuff, and giving sym wave boosting pre elem stuff. Subtab 3(Tree) has buyables costing TP. Subtab 4(strings) is only buffed by this tab and foam. Subtab 5(preon) stuff is buffed by 1st string, used for theoretical booster giving TP. Subtab 6(Accelerons) has a button adding content. Subtab 7(inflation) is only buffed by itself and foam, reducing Tree cost and boosting TP from Hadrons.

Hadronic Challenge 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, it has VERY strong buyables so even with 1 spinor buyable recovering is VERY fast. And, 15 entropy ups are added after reset, and some of them give VERY good QoL. Those QoL ups are all kept on layer 9. Buying pion buyable increase cost of spnior one, and vice versa. 25th entropy up removes it and lets you buy max them(kept on layer 9).

Layer 10(multiverse) resets all prior progress(most higgs ups are kept) giving strong boosts and QoL. Unlike layer 9 it’ll take a while to recover. It also has some good milestones and 5 chals giving rewards(such as crackle producing 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.
stadium order(worked for me):
Eternity->Drigganiz->Spaceon->buy ups until inf6;7->Infinity->Solaris->Reality More stadium guides

2nd slow part is early elem(wait for higgs ups). Theories can be hard. But after inflation unlock, game is fast and easy. For NA 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

Summary

Topic, length, endgame: Same as review 75.
Layers: The mode nerfs gains to a fractional power(^.8~^.9), which is a big 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 cheapens them. There are 6 chals in this tab, which nerfs 4th buyable and some nerfs on entry. Chals 1~5 force 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 adding a boost.(max 12) It can be bought with white flame, which is based on plasma(buffed 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).

Timewall intensifies at multiverse, for the same reason. The worst timewall is last gleaming 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: It was fun until plasma, but was boring after that. Its balancing was good though.
Ranks: Content 5/5, Balancing 3/5, Uniqueness 5/5, Overall 4/5

75B.DI Hiker’s Dream

Summary

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 new tab.

Endgame: See review 75
Layers: No new layers. There are 36 energy ups and 3 new higgs ups, nothing new. So it has less stuff than extreme. That’s because the nerf only applies to [v], [a](and energy), unlike extreme that nerfs 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 Jacorb made it because he doesn’t exercise. 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 4.5/5

75C.DI Extreme Dream*
*Extreme+Hiker’s dream

Summary

Topic and endgame: See review 75. 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.

Discord server recommends it before TV4: 307Gm of Entangled string, 7686 Elementaries, 1.2e8 of both fermion/boson, e16 of each supersymmetric particle, 65 purge power
Another guide for TV4

In TV4 you should wait for e91 enhanced coal, for molten bricks. After beating TV4, unlock preons and use “Shift+click” for Theory Tree, which works 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.
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 3/5

75D.DI Easy*
*‘Easy’/‘Easy Hard’/‘NA easy’ modes

Summary

Topic: DI but much faster. Length/Endgame/Layers: See review 75
Balancing: Fast. You’ll go elem in a short time. After that it becomes slower but still fast.
Misc: Inf ups are never removed even if you didn’t unlock bosons.
Conclusion: The game was much faster, and it feels shorter than it seems.
Ranks: Content 5/5, Balancing 4/5, Uniqueness 5/5, Overall 4.5/5

75E.DI AAU

Summary

Topic: All achievements are gotten.
Length/Layers: See review 75. Endgame: e3 mlt
Balancing: Very fast until elem but normal after.
Misc: HC selectors(not stadium sliders), first 5 rows of entropy ups, Auto photon/gluon/tree ups, Auto multiverse, passive Rocket/Time cube/Cadaver/Life essence/entangled strings gain are always unlocked.

Conclusion: It’s too fast in pre-elem. It’s fine after
Ranks: Content 5/5, Balancing 4/5, Uniqueness 5/5, Overall 4.5/5

75F.DI Hard
Caution: Expect huge timewalls(up to 2 weeks), huge grinding!

Summary

Topic: DI but hard. Length: 2-3 weeks. Endgame/layers: See 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 is very grindy but after 100 life essence it goes fine, until infinity unlock.

However, after that “real” hell starts. All ups are timewall lasting for 1k+ secs. At 9 endorsements you should wait for hours. But after ascension hell intensifies due to insane timewalls. You’ll stuck at endorsement 14, for 2+ weeks. But at endorsement 14 you can get ascension power(AP) without perks, the speed is same as AP gain with 1 perk. Also you can get 3 perks at once along the way. However, for endorsement 15 you need 4 of each enlightenment, 6e5 AP. You get AP without perks so idling will let you gain AP. Or you can use script in console* for auto perks.

At endorsement 15-19, it’ll be quite fast. But at endorsement 20 it’ll be a big timewall lasting for a day. But it can be reduced to 2-3 hrs by doing method below.
1. Buy inf 7;7 and beat 6 stadium in the same way as normal
2. Enter and exit “Infinity” chal. It changes dark core each time
3. Repeat until 40 dark cores
After that it’ll be easy until foam. Boson has similar timewall as normal. 96, 126 are got too late since bots are nerfed.
Foam is slow which will take a few hrs. After that it’s fine until the end.

*You can open it by pressing “F12” or “Ctrl+Shift+I”. You can get auto perk script here

Conclusion: It’s intended to be hard. But it’s too hard and is 2nd hardest(NA hard is hardest) of ALL non absurd ones.

Ranks: Content 5/5, Balancing 0/5, Uniqueness 5/5, Overall 2.5/5

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

Summary

Topic: Mining ores to get rich. But you’ll end up mining unknown ores, planets, stars, galaxys, and even UNIVERSE. But don’t worry, since they reappear as soon as you mine them

Length: 2~5 days, including offline time. Endgame: Mine universe
Content: There are many ores and buyables. You craft pickaxes with gems. The pickaxes’ power(P)/Quality(Q) are random, whose base damage is PQ. Base damage is buffed by 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 unlocked with progression giving infos. Chapters 1~4 are early game, 5~7 are mid game, 8~9 are late game

Balancing: Slow, grindy. You’ll tap on mineral many times. And in late game and post-endgame, you’ll tap on a buyable many times. There are HP jumps for minerals, which are painful

Misc: You can change notations. The save code is 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(possible with long grind). “Gem Waster” is the strongest, capped at 10 levels(15 if gem waster+ is counted), but cost jumps a LOT every level so you won’t max it even if you beat the game. It’s maxed when you go beyond endgame

Conclusion: It was fun and was unique, but it’s too grindy. I wish it had autobuyers. When I got endgame I found there are many stuffs to do(many buyables with max lv aren’t maxed), which made me grind

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

77.Replicanti Incremental(Mrredshark77)

Summary

Topic: Growing “Replicanti”(multiplying each sec; I’ll call it R). But there’s “Penalty” which nerfs growth 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, halting growth. There’s “Slowdown^2” later

Length: 17~23 hrs. Endgame: 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. IC4 unlocks auto-sacrifice.

After pushing further, Replicators are unlocked at e64 IP. It grows exponentially without nerfs, boosting 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: It has many typos. For example, R Galaxy description: “Reset your Replicanti, but makes replicanti upgrades is Ax stringer.”(A is effect)It can also be found in R Power/Sacrifice.

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 for max all button which spam clicks it, but 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 2/5, Overall 1.9/5

80.The Ascension Tree(Semenar)Galaxy.click link

Summary

Topic: Same as RNG Tree
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 less than RNG Tree. You’ll click on ups many times until they’re kept.
Misc: Save code is huge
Conclusion: It was better than RNG tree but still grindy.
Ranks: Content ?, Balancing 3/5, Uniqueness 5/5

81.Version Control(Semenar) Galaxy.click link

Summary

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 3/5, Balancing 5/5, Uniqueness 5/5, Overall 4.6/5

82.1 Generator Infinite Upgrades(Naruyoko)

Summary

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 4/5, Balancing 2/5, Uniqueness 4/5, Overall 3/5

82A.OGIU Vepro mod(Veprogames)

Summary

Balancing: Fast but grindy. Unlike original there are only a few timewalls. But ascension is still grindy due to its nature.
Others: See review 82

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

83.Infinite Softcaps(rft50)

Summary

Topic: Changing 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. Layer 3 isn’t needed so people may go wrong.
Ranks: Content 3/5, Balancing 3/5, Uniqueness 3/5, Overall 3/5

84.Omega Layers(Veprogames)Crazygames link

Summary

Topic: AD mod but 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 5/5, Overall 3.6/5

85.True Infinity beta(Reinhardt)alpha

Summary

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 2/5, Uniqueness 2/5, Overall 2/5

85A.True Infinity(Reinhardt)

Summary

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(TRASH!), so you can’t gain many points by just waiting.

Misc: You can go beyond the end
Conclusion: It’s worse than beta, for being too slow and having TRASH unfunity.
Ranks: Content 2/5, Balancing 0/5, Uniqueness 2/5, Overall 1/5

86.The Factory of Automation(Jacorb90)Galaxy.click link

Summary

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, buffed by milestone charges. 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. It also gives very good autobuyers(such as auto upgrade), which are slow and become fast 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 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 it was a bit short. But it was a bit unique as it made automation as main stuff.
Ranks: Content 3/5, Balancing 3/5, Uniqueness 3/5, Overall 3/5

87.Endless Stairwell(Demonin)Galaxy.click link

Summary

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; Fb=10^^b), and there’s another layer at 151(cocoa bar) resetting cocoa honey. After getting 10 bars, you unlock floor -1

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 Gx=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 Jy=10{y}10=10^…^10, with y 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; Kz=1JJ…, with z 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: It was too grindy and a bit short. Big numbers don’t always lead to better game.
Ranks: Content 3/5, Balancing 3/5, Uniqueness 3/5, Overall 3/5

88.Reinhardt’s House(Reinhardt)

Summary

Topic: Searching house with infinite rooms. Length: Several hrs. 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. But you’ll unlock new strong things, up to 3 nightmares. At 3 nightmares shadow blood unlocked, which buffs all stats. Nightmares past 3 buff shadow blood.

Balancing: Slow. Reset related rooms are rare so you’ll just wait for them
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 2/5

90.Escape from Ventablack(Jacorb90)Galaxy.click link

Summary

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: Get 100% twice

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 last tab was terrible.
Ranks: Content 3/5, Balancing 1/5, Uniqueness 3/5, Overall 2/5

91.A Billion Bananas(LuigiVerona)Galaxy.click link

Summary

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 4/5, Balancing 2/5, Uniqueness 4/5, Overall 3/5

92.Tree Game(yhvr)

Summary

Topic: Tree ups. Length: 1 hr. Endgame: e125 RP

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. After buying all choice ups there’s a trial tree that is a set of repeatable chals.

Balancing: Fast and easy. There’s no strategy except choice ups. For choice ups select all middle column for RP and right column for trial.

Conclusion: It was fun but was short. It has a potential but it’s a shame that lacks unique content.
Ranks: Content 2/5, Balancing 4/5, Uniqueness 2/5, Overall 3/5

93.Tree Game Rewritten(yhvr)Galaxy.click link

Summary

Topic: Same as Tree Game but strategic. Length: 1 hr. 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 3/5, Uniqueness 3/5, Overall 3/5

94.Rapture 30(Jacorb90)

Summary

Topic: Getting Raptures that nerf sprint. Length: 15 mins. Endgame: 30 Raptures
Layers: You get sprint which are used for sprint boosts that buff its gain. There’s a max sprint, which is a req of rapture that increases max sprint. Raptures also gives rapture energy which is used for ups. At some point you get greater worlds. It has 5 of each angel/demon boosts but your choice is limited. The buffs you can choose can be buffed by raptures. Later on you can use active skills and 5 new buffs from greater worlds.

Balancing: Fast and strategic. You should buy rapture ups wisely. Some rapture ups arr boosted based on unspent so sometimes don’t rush for ups.

Conclusion: It needs strategy, which is annoying. Balancing is good overall. It’s contentless though.
Ranks: Content 0/5, Balancing 3/5, Uniqueness 5/5, Overall 3/5

95.Exponential madness(TheTastyPi)Galaxy.click link

Summary

Topic: AD clone. Each multiplier works the same as dimensions in AD, except that multiplier(I’ll call it Mu) multiplies(not adds) the prior one each second. The max number of Mu is 10, not 8.

Length: 3-4 hrs. Endgame: 20 achievements

Layers: 2 layers. There are 4 Mu at first. Layer 1(reset) resets all Mu but adds a Mu(max 6 times) and buff them. Layer 2(plexal) resets all Mu and resets, giving plexal essences based on number. Plexal essences are used for buying ups or boosting iterations. Iterations boost all Mu which are only reset on layer 2.

Balancing: Each reset is timewall until plexal. After that it’s fast.
Conclusion: It was a bit unique but lack of content and balancing issues make the game unfun.
Ranks: Content 3/5, Balancing 3/5, Uniqueness 3/5, Overall 3/5