Prior TMT review/Non-TMT review
137.The Burning Tree*(thefinaluptake)
*Very old but abandoned. Based on v0.2.0
Review
Topic: You burn flame, converting it into ember. Length:7-9mins. Endgame:10 coal/True Endgame:20 coal
Layers: 3 layers. Layer 1(ash) resets flame, which has 8 ups. Layers 2(coal), 3(electricity) are choice ones, but can get both. Layer 2 has milestones, 4 ups. Layer 3 has 3 bars to fill, with max fills/bar. But your filling is limited, leading to strategy.
Balancing: Too easy. Layer 1 reset timings counts for game, and yet it goes super fast&easy. Layer 3 is also easy since you’ll see right fills easily.
Misc: In row 2, get layers 3>2
Conclusion: Despite fun topic, it surely lacks stuffs and is too easy to enjoy. It should’ve been longer, harder.
Ranks: Content 0/5, Balancing 2/5, Uniqueness 0/5, Overall 1/5
138.1 point=1 layer*(Loader3229)Galaxy.click link
*Dev said it’s done. Based on v30
Review
Topic: Mod of TPTC/TPTR(#20-21), but adds 1 layer/point. You add P at 1 point, B at 2, G at 3, T at 4..However, point gain reduces by itself so getting ‘+1’ may not be ez.
Length: 15-20 hrs. Endgame: 30 points/True Endgame: ee8 Gear
Layers: 29 layers. Most are same as original ones, except some**. Layer 29(Singularity) is row 8, which doesn’t exist in original, and has many milestones. There are no choice layers since layers with same reqs can’t occur, due to topic.
Balancing: Normal speed, grinds. There are no long timewalls unlike the others of his TMT. Also all strategies are not hard. If you’re stuck you’re missing some. Chals are automated super late, and yet they’re not bad.
Misc: It inflates in the end, but is intended.
**1.No respec for buildings, AI ups, GE buyables. No Time energy, buildings, AI ups’ caps.
2.No SG power. SG buffs G directly. Hyperspace auto-allocates. SS only buffs effective S. Q improvement is buyable(always kept).
3.No goals for chal. Its buff is based on points. Spell/robot are based on invested. BA has buyables. SP/MA need points.
4.Gear RPM won’t decay. MC directly gains mech energy. Layers are mastered per MA. All are master-able. Core in MC is gone.
Conclusion: Topic is unique, but it’s similar to original. So it lacks uniqueness. But there are unique ones, making it “different”. Thus it’s NOT just copy with a tiny twist. What’s more, the balancing is very good. It has the best balancing of loader’s TMT.
Ranks: Content 3/5, Balancing 5/5, Uniqueness 3/5, Overall 4/5
139.Prestige Chain Reincarnated*(pg132)Galaxy.click link[Unfinished]
*Caution:Mega grindy! Play at your own risk!. Based on v.052.7
Review
Topic: Prestige Chain(#10) mod. Length: days. Endgame:Grade e2
Layers: 9 layers, 1 side layer. All layers have milestones, ups, buyables. Layers 1(Alligator), 2(Beaver), 3(Capybara), 4(Duck), 5(Eagle), 8(Finch) are main ones(non-static), added in alphabetical order. Layers 6(Emerald)-7(Tier), 9(Grade) are side ones(last 2 static). Layer 1 resets points. Layers 2-5, 8 resets all prior layers. Layer 6 is gained by layers 1-5(buffed by buyables) but capped at e2^(Tier+2). Tiers push layer 6 cap(req: max layer 6) BUT nerf gain. There are things reducing tier nerf(won’t nerf layer 6 cap). Layers 3, 8 have repeatable chals. Some autos have conditions, meaning it won’t always autobuy. Unfinished
Balancing: Mega grindy, boring, no timewalls. Layers 1-2 are fine. But at layers 3-4 you should tap buyables over x5k/layer. However, eagle is much grindier than prior ones combined. Layers 3 has slow autos while 4 has it with condition, at least right? Eagle has no autos at all, until layer 6, leading to >35h spent for Eagle buyables ONLY, until layer 6, with no twists/QoL at all. Layers 6-7 automates eagle buyables(no conditions) so you won’t see it anymore. But layer 6 buyables are “another” eagle buyables, since you should grind layer 6 buyables, with no QoL**. Unfinished
Misc: Side layer 1(ach) aren’t needed. You can hide ach, milestone popups. There’s savebank.
**I Tier autobuys those if “your tier”<“best tier.”(useless)
Conclusion: It’s long but MEGA boring due to buyables. You may stop it far before the end, since you’ll lose the motive.
Ranks: Content 5/5, Balancing 0/5, Uniqueness 2/5, Overall 1.6/5
140.MetaTree*(unicodes)Galaxy.click link
*Changelog in galaxy.click. Based on v0.6
Review
Topic: Start with nothing. Add stuffs via addition(Side layer 2).
Length:1hr. Endgame: e4 mult,True/Truer Endgame: 5/13k Omega
Layers: 6 layers, 2 side layers. Layer 1(Prestige) has 1 up at start, 8 more with addition. Layer 2(Rebirth) resets layer 1, which has 1 up at start, 8 more with addition. Layer 3(Mega) resets layers 1-2, which is similar to prior ones. Layer 4(Ultra) resets layers 1-3, which has 3 ups, 1 milestone, 1 buyable. Layer 5(Inf) resets layers 1-4, 6(multiplier), which has 11 ups and omega tab. Omega and layer 6 are gained passively. Omega buffs points but is nerfed at 5k. Side layer 1(ach) has 25 achs, but can’t get last 2.
Balancing: Grindy at start but super ez at layers 3+. You’ll grind layers 1-2, but slowly, since fast reset is worse than slow one. But at layer 3 with some QoL, it’s very fast, since layer 3 is OP.
Misc: After adding ultra, you can still get 1 more addition without ultra. Same goes for inf, but is very wierd, since you can get like 200 inf at 1st reset. You can’t get 26 additions; you can try to reset for it, but its req go up wildly after that. If you reload right after that, addition req goes back to prior one(bug), but it’s still blocked. You can change notations.
Conclusion: It seems normal at early game, but is too ez in late game, meaning broken balancing. Also it lacks unique stuffs.
Ranks: Content 2/5, Balancing 2/5, Uniqueness 2/5, Overall 2/5