110.Event Tree*(Seder3214)
*Based on v0.2.1
Review
Topic: Rewrite of Planetary in 1 layer tree(Review 60). Length: 3 hrs
Endgame: e30 booster points,True Endgame: e33 booster points,Truer Endgame: e36 booster points
Layers: 2 layers, 1 side layer. All layers reset nothing. Layer 1(Planetary) has 9 buyables producing star energy, and many ups boosting buyables. All buyables’ costs jump at some levels. Side layer 1(Fragment) reset all prior stuff, giving big buffs in return. Layer 2(Boost) has boost slots. Boosts are buffs that are upgraded by booster points. Boosts buff booster points or star energy. Boosts can’t be removed or changed, unless you do side layer reset.
Balancing: Normal speed. Star energy is gained while holding a clickable, which can be annoying.
Conclusion: It’s fun and unique game, despite lack of stuffs.
Ranks: Content 3/5, Balancing 4/5, Uniqueness 5/5, Overall 4.1/5
111.The Formula NG-*(gapples2)
*Based on v0.2
Review
Topic: Mod of “The Formula(Review 62)”. It nerfed things, but 3 new layers.
Length: 3-4 hrs. Endgame: 2 D-Power
Layers: 6 layers, 1 side layer. Layers 1(A-Power), 2(B-Power) are the same ones. Layer 3(C-Power) resets layers 1-2, which has cities boosting some things. Cities are harder to build based on cities. Cities are used to buy buyables, boosting building speed. Layer 4(D-Power) resets layers 1-3, which is empty. Layer 5(Exp) resets layers 1-2, nerfing prior variable exponent but boosting time speed. Layer 6(Refactored Timespeed) resets layers 1-5 and goals, boosting time speed.
Balancing: Slow at start, fast after that. Layers 5-6 are so confusing. Layer 5 is buff at start but is nerf after doing many layer 6 resets. Layer 6 resets all things but its gain is always the same. For me, 80+ layer 6 resets(r>3) are enough for endgame. Note that after grinding layer 6 resets, you should proceed to layer 3, but this time NO LAYER 5 RESETS. If you did layer 5 reset though, then you should start over by doing layer 6 reset.
Conclusion: It got more things, but layers 5-6 are so confusing and still lacks stuffs.
Ranks: Content 3/5, Balancing 3/5, Uniqueness 3/5, Overall 3/5
Tips
Alpha energy usage: Use half of them into beta, if you have less than 9 alpha energy, otherwise use 70-75% into beta
112.The Tree of Life*(pg132)Galaxy.click link[Unfinished]
*Also “ToL”. Based on v2.068. 4 parts since it’s huge
Pre-Organ(4-5 days)
Topic: Life-related stuffs. It has 3 phases;phase 1(Pre-Life) is about 5 elements composing most of life-Hydrogen, Carbon, Oxygen, Nitrogen, Phosphorus. Phase 2(Life~Plant) is about real life and their parts like DNA, Cells, etc. Phase 3(Human~end) is about Humanity.
Layers: 11 Layers, 3 side layers. Side layer 1(Ach) only buffs Layer 1(Hydrogen), which has e3+ permanent achs. Layers 1, 2(Carbon), 3(Oxygen) reset nothing and only have ups. You may select 1 of layers 2-3, but you get both later. Side layer 2(Minigame) reset nothing, which has 6 tabs, but 6th tab does nothing. You may choose 1 of first 2 tabs in minigame, but you can get both later. 3rd tab in minigame is added at side layer 3(Token). 4-5th tab in minigame is added at layer 4(Nitrogen). Side layer 3 resets all prior stuff, which is static layer and is used for huge buffs that can be refunded for free. Tokens also has coins, which has 25 refundable ups, but some of them are locked by buying others. Layer 4 resets all prior stuff, which has 25 ups, 8 chals, and 20+ milestones. Layer 4’s 16-23th(excl. 22nd) ups need some E points(from minigame).
Layer 5(Phosphorus) resets all prior stuff, which has 25 ups but last 10 are added much later, and some milestones. Layer 6(Mu) forces layer 5 reset, which is static layer boosting layer 5. Layer 6 has same stuff as layer 5, and 9 buyables. Layers 7-11 resets all prior stuff. Layer 7(Life) has 40+ milestones, 9 buyables, 87 chals. Life chal 1 is repeatable(max 110) boosting life and adds buyable every 10. Most of life chals aren’t same as others, since they don’t scale and have no max. Actual amount is (softcapped) at e3 and (hardcapped) at e4, so max actual=1331. At layer 7 there are 10 chals, but at layers 8(Amino)/9(DNA)/10(Cell)/11(Tissue), 16/55/4/2 chals added. Layer 8 has 30 ups, 40+ milestones, boosting life gain. Layer 8 also has protein that is based on amino, which has 8 buyables boosting protein and 1 buyable boosting amino.
Layer 9 has 15 ups, 20+ milestones. Layer 10 has 60+ milestones and 30 ups, which also has 4 minigames having 5 ups each(50 ups total). Cell minigames has 1m timeout, whose ups are kept. You can enable 1 minigame at once. Cell also has stem cell, boosting cell and its minigames. Stem cell has 5 buyables, 3 repeatable chals(max 25/95/4). Stem cell chals reset buyables and forces cell reset. Layer 11 has 75 ups and 25+ milestones. At layer 11 token II is added which removes token stuff, which can be gotten with 3 buyables and be used with 6 buyables. You can refund buyables for free(won’t reset token II), due to limited token II.
Balancing: Normal speed but grindy. Some resets are very grindy since good QoLs are often given after some resets. E minigame is repetitive but not long. Pre-Life is actually fine. But after unlocking life chals things are grindy due to buyables. There are many token respec moments that are needed every token buyable cost reduction. After unlocking protein their buyables are very grindy until full automation at C63(DNA stage). At DNA you should wait for siRNA/7th Mu buyable when you’re stuck. Iota can be confusing, but ignoring “Even(Iota)” will work. After stem cells it’ll be quite straightforward until token II. Token II is strategic, but remember to max up quark for stem cells, max bottom quark for tissue(don’t max charm/down quarks). To maximize tokens in this stage, max top quark, and then buy strange quark x-1 or x-2 times, where x is max affordable. For example, if you can buy at most 7 strange quark, buy 5-6 of them and use the rest in down/bottom quarks.
Misc: You can hide popups. Force toggle shift/control keys exist. You can pause by pressing space bar or “Toggle pause” button. You can view save bank by pressing “Show built in saves”. There are no impossible points at all in pre-organs so if you’re stuck you’re missing something.
Conclusion: It has many stuffs to enjoy, but some things are so grindy/repetitive.
Ranks: Content 5/5, Balancing 4/5, Uniqueness 5/5, Overall 4.5/5
Organ~Plant(3-4 days)
Layers: 7 layers. All layers reset all stuff, except layers 14(Chromosome)&18(Plant). Layer 12(Organ) has 20+ milestones and 20 ups. Layer 12 also has organs tab having 4 subtabs: heart, kidney, lung, intestine. Heart has 2 currencies-OB, DB. You passively gain those but only 1 once. OB, DB is used for ups(there are 30). Kidney has contaminants, which is gained passively by using 5% of either OB/DB(can’t choose neither) and used for 9 buyables and 20 ups. Lung has air which is passively gained, buffed by total air in their chals(there are 6). Air is used for 30 ups, and their chals also buff other things. Intestine has energy which is passively gained at e2300 air. Energy is used for 9 buyables boosting energy over time. Most organ milestones need progress in organs tab.
Layer 13(Animals) has 40+ milestones, 25 ups. Layer 13 has taxonomy having 36 buyables. Taxonomy buyable 1 produces gene, with having own effect boosting air. The other taxonomy buyables buffs prior connected ones. You lose gene and buyable effects by time. Layer 14 resets taxonomy except levels, boosting taxonomy. It has 20 ups, 20+ milestones. At layer 14 there are 8 animal achs, 2 of which are progression ones. The other 6 need specific conditions. Each animal ach has a toggle for selecting effects, and is intended to be gotten in order;left to right, top to bottom. Animal ach 8 adds layer 15(Nucleuses), which resets animal achs. Layer 15 has 20 ups, 20+ milestones. At layer 15, 4 animal achs are added, 1 of which is progression;the other 3 need specific conditions. Those new ones only has effects when it’s ‘ON’ unlike the others, but when it’s ‘OFF’ it buffs the other 3’s ‘ON’ effect.
Layer 16(Species) also resets animal achs and toggles, which has 75 ups and 20+ milestones. It also has 6 chals, and each has 5 max completions. At layer 16 token II has 25 ups, which are reset on further resets(except layer 18). At layer 16 Mastery token is added, which can be bought with token II(other ways are added later). Mastery tokens are used for tree ups, which can be refunded forcing layer 16 reset. Matsery tokens are reset on further layers. Layer 17(Ecosystems) keeps animal achs, and further layers also keeps them. Layer 17 has 20 ups, 20+ milestones and 4 chals with 50+ limit each. Layer 18 forces layer 17 reset, which has 20 ups. 20+ milestones, and 4 buyables. At layer 18 biomass is gained, which is also buffed by itself(based on plants). Biomass is used for layer 18 buyables.
Balancing: Normal until layer 15, slow at layers 16, 18. Animal achs are annoying, since most needs specific conditions which are reset on layers 15, 16. Layer 16 chals are also very annoying, since you should wait for token II before start and you should buy some gene buyables in them. Mastery tokens are strategic but not as much as tokens. Layer 17 is fast and easy one, despite repeatable chals. Layer 18 is slow but not that long.
Misc: Some species chals can’t be beaten, starting at e56 Species. Before that you shouldn’t stuck.
Conclusion: This part is mostly bad, due to its slowness and annoying gene buyables. In addition, Species layer(I hate it) is the worst in this part, since it’s very slow and very long, plus chals are very annoying and some of them are impossible.
Ranks: Content 5/5, Balancing 1/5, Uniqueness 5/5, Overall 3/5
Phase 3(days;Unfinished)
Endgame: e20 Researchers
Layers: 3 layers. Layer 19(Human), 20(Researcher) reset all prior stuff. Layer 19 has 70+ ups, 100 milestones, 9 buyables, and chals. Some layer 19 ups/milestones effects aren’t fully active until a bit more progress. There’s clickable for buying max layer 19 buyables in layer 19, with cooldown.[Unfinished]
Balancing: Human buyables are INSANELY BORING, LASTING FOR DAYS. You’ll click on them too many times, without automation for a long time(despite bulk buy with cooldown).[Unfinished]
Conclusion: [Unfinished]
Ranks: Content 5/5, Balancing 1/5, Uniqueness 5/5, Overall 3/5
Extreme(6-7 days)
Endgame: 298 Chromosomes
Layers: 16 layers, 3 side layers. All gains are vastly nerfed but Layer 22(Science) is added. Layer 22 has many tabs and resets on all resets. Layer 22’s 1st(H sci)-2nd(O sci) tab have 6 buyables and some ups each. A, B minigames have milestones boosting minigames and H sci. Layer 22’s 3rd tab(C sci) comes with C minigame, boosting C minigame with 25 ups. Layer 22’s 4th tab(N sci) comes with N chals unlock, which has 35 ups and 3 buyables. N sci content stops unlocking at P reset(still a thing). P layer has 10 more ups, the last one unlocks at early mu buyables. Life has 20 ups in extreme, which goes with entire Life layer. Amino has no more stuff, but layer 22’s 5th tab(Protein sci) is added at e999 protein, which has 30 ups that unlocks until early DNA layer. At mid-DNA layer, Layer 22’s 6th tab(DNA sci) is added, which has 50 ups and 9 buyables. This tab has many things so its stuff gets added until kidney unlock! Primary/Tertiary has 15/1 more limit. After kidneys Layer 22’s 7th tab(Organ Sci) is added, which has 50 ups and 18 buyables. It’s also big thing so its stuff gets added until late X layer. Organ Sci ups come with nerf(s) often, but buff is bigger. At early Nucleus Layer 22’s 8th tab(RNA sci) is added, which has 3 ups.
Balancing: Normal until Kidney, slow after that. H/O sci buyables can be annoying, since they starts to be automated at 2 tokens. N sci is also annoying since it’s reset on N reset, including N chals. There’s 6 hrs timewall for e12 DNA, since you should wait for DNA to grow. You won’t get more progress at 8/15 token II, 80/243 Chromosomes. At those points use saves ingame(in info tab). Organ Sci is slow due to less contaminants, and ups requiring more organ progress. At animals Organ Sci is slower, as you should push gene more than normal. Organ Sci has many buyables but they’re automated too late, making you click many clicks.
Conclusion: It’s similar to normal despite big nerfs, due to new layer. But Organ Sci is slow despite being compensation. Bugged walls exist which is bad.
Ranks: Content 5/5, Balancing 3/5, Uniqueness 5/5, Overall 4/5
Tips
[N]=Normal, [E]=Extreme, [A]=True for all modes
Token buyable[A]: Don’t use 2nd-4th flat buyables, 2nd-6th scaling buyables. Buy 7th scaling buyable as many as you can then use remaining tokens into 7th flat buyable. Apply the same for 9th->8th->1st for each page. Repeat it. If you’re still stuck, then buy 5th flat buyable as much as you can and do the same for 6th flat.
Coin[A]: For row 2 buy “on this row”. For row 3 always buy 2nd-3rd column. For row 5 buy right up but if you’re stuck then change to left up then change to the other. For row 7 buy “Iron” for tokens. Only buy the others if you have enough Deuterium/Atomic Hydrogen for ups. For row 8 buy left one then if you have e5+ coins then switch to thr right, until 45 tokens. At 45 tokens switch to the left.
Cell minigame[A]: For Iota, ignore “Even(Iota)”. Then the others won’t be hard.
Token II buyables[A]: If you want more tokens use both ways below.
- Buy strange quark until x-2 or x-3, where x is max level affordable, then use the others into down/bottom quark.
- Buy top quark until x-1 or x-2, where x is max level affordable, then use the others into up/charm quark.
If you want tissues, then buy bottom quark as many as possible then use others into down/strange quark. Oherwise buy up quark as many as possible then use the others into charm/top quark.
Getting Animal achs[A]: Clear achs in order. Clear row 1 from left to right, then go for row 2, in the same way. PRO I-III are gotton normally. If you’re stuck then try next animal ach, by using method below.
- Let “PRO I” OFF, then click “Nullify”.
- Buy gene buyables manually, but remember the conditions.
Animal ach toggles[N]: PRO I, COM I, ONE, COM II, EIGHT must be OFF. PRI I-II should be ON, but only if they’re not always active. PRO II must be ON if all row 1 toggles are OFF, unless it should be OFF. SIX should be ON if you can get nucleus, unless it should be OFF. For row 3 achs, never set toggle ON if it’s always active. Also turn PRO III ON if you want gene, PRI III ON if you want token II, COM III ON if you want animals.
Animal ach toggles[E]: PRO I, EIGHT must be off. For COM I, if you get more organs at OFF then set to OFF, and the same goes for ON. For ONE switch it often. For PRI I-II, they should be OFF unless you want organ sci. For COM II it should be OFF if you get more animals at OFF then set to OFF and the same goes for ON. For PRO II, SIX, row 3 see above tip.