Reviews 18+
Note
Rank(max 5)
Content(C): Based on content amount. Long but contentless ones won’t have good rank
Balancing(B): QoL(adds to it), Timewall/grind(reduce it), etc
Uniqueness(U): Uniqueness of topic and mechanic
Overall: C/5+B/2+U×0.3
Dev link is homepage or galaxy.click profile. up=upgrade, chal=challenge, ach=achievement
Finished games’ numbers are bold, active are italic, otherwise inactive
Endgame: No further things
True Endgame: Grind after Endgame
Truer/Best Endgame: Grind after True/Truer Endgame
Mod finder/Galaxy.click/TV Tropes/yhvr’s list(OLD)/Wiki
0.The Tree of Nerfs(downvoid*)
*Also “unsoftcapped”, “upvoid”. Based on v1.0
Review
Topic: You get a nerf reducing point gain. Layers and their ups reduce it.
Length: 1-2 hrs. Endgame: F1.798e308 points
Layers: Each layer resets all prev progress basically and has 8 ups and last up in the first 5 layers unlocks new layer. And this tree has 6 layers but has only 1 layer in the same row. Also ups in first 5 layers spell out “Remove”, “the”, “softcaps”, “and”, “unlock”, “a”, “new”, “layer”. Row 1 ups in layer 6 are same as previous, the rest in layer 6 spell out “finish”, “tree”, “of”, “nerfs”.
Balancing: Each layer is so similar that it’ll be boring. Other than this, the overall balancing is good.
Misc: As it uses old TMT, “single-tab mode” and “Shift+click to toggle tooltips” are unavailable. And last up in first 5 layers costs 69.
Conclusion: Though the topic was very unique, the game lacks the content. And game goes the same at each layer, so you’ll feel bored while playing. It has potential but that’s all.
Ranks: Content 3/5, Balancing 3/5, Uniqueness 3/5, Overall 3/5
1.The Tree Of* Nerfs 2(downvoid)Galaxy.click link/Alt link
*Also “Ton2”. Based on v1.5.8
Review
Topic: The sequel to “The Tree of Nerfs”. Some layers are taken from “Distance Incremental”, “Antimatter Dimensions”, “Prestige Tree”
Length: 7-8 hrs. Endgame: 88 Buff
Layers: 18 layers. But unlike the original, not all layers resets all prior progress and can have several layers in the same row. Also this tree will be more satisfying than the original, as it has more variations.
Balancing: Average speed. But you’d wait more than 1 hr to unlock AD. “Timewall” in AT has ups with timewalls.
Misc: Row 6 spell out “Albania”, which is also ‘recursive acronym’, since AL is “Albania”. AL milestone adding AN layer says “gwa gwa”. Ups’ names in XYZ only used x, y, z
Conclusion: The game was vastly improved compared to the previous, as it has far more content, more components and variations. But big timewall to unlock AD layer makes it boring.
Ranks: Content 4/5, Balancing 4/5, Uniqueness 4/5, Overall 4/5
Tips
5-12 Buffs: Cycle through switches.
12 Buffs-1 AL: Change 12 buff milestone’s toggle often. Don’t forget switches
1 AN~: Buy 3rd-4th AL up. Then click “Remove upgrades after the 2nd except the 4th” and grind AL. After getting 17 AL buy 3rd AL up, and get 4 scaling strengtheners to keep
ups. Then remove 3rd AL up
1A.The Tree Of Nerfs 96(Flame*)
*Also “FlamemasterNXF”. Based on v1.9.6
Review
Topic: Ton2 mod that changed AN. Length: 7-8 hrs. Endgame: 11111 ALBANIA Prestige
Layers: 17 Layers. Own content starts at 5 Anti-Nerfs. After that, there are many stuffs that don’t tell you effects directly. Also there are many absurd buffs/nerfs from those.
Balancing: Many sudden changes. There are many confusing stuffs due to lack of explaining.
Misc: You support “Oinker”(I don’t know what it is) at first, but you betray them after. You’ll stuck at 5 AL due to bug. At this point move save to ton2, play until 1-3 AN, then move save to this game.
Conclusion: It’s a joke game but many stuffs are confusing. I can’t understand most of them, at all.
Ranks: Content 4/5, Balancing 2/5, Uniqueness 4/5, Overall 3/5
2.Ordinal Gwarkup*(downvoid)Galaxy.click link
*Also “Ordinal Gwa Tree". Based on v0.7.4
Review
Topic: Mod of “ordinal pringles”, according to downvoid. But base shifts increase base by 1, which are kept on all resets. There’s “quadrupler"(x4 autoclick speed). And you can only buy 1 factor of each type, whose buffs aren’t constant. In addition most sluggish milestone req isn’t the same as pringles.
So it’s NOT a mod, for being different from pringles. It’s more like “TMT Remake” of “Ordinal Pringles”
Length: 2-3 days. Endgame: e48 Cardinal
Layers: 7 layers. G layer has base shifts(unlock stuff but increase the base), auto clicker, and factors. B layer’s req is initially “gwarkup points”, but changes to “psi ordinal” later. B layer resets G layer stuff. The 1st tab in the H layer has FGH and SGH ordinals, which are auto clicked. The 2nd tab in the H layer is “overflow”, unlocked at 41 Factor Boosts and Boosters you get after 40 Factor Boosts produce “booster power”, whose effect can be seen in this tab. The 3rd tab in the H layer is “charge”. Charge can be bought with “incrementy”, which is used for boosting Booster ups.
C layer resets all pre-collapse stuff. It has “Sluggish Milestones(SM)”, “alephs”, “CUPs”, “Light mode”, and “singularity(SL)”. SM is QoL milestones(SM0 adds new stuff), which is the same as ones in OM. Alephs boost various things but choice is random. CUPs cost cardinals, some of them are useful.
Light mode makes stuff weaker, but you can buy some stuff in it. In addition, you can buy “Anti-Charges”, which is used for “Anti-charging CUPs(Anti-charged CUPs are called ‘ACUP’, which are boosted CUPs.)”. Singularity buffs cardinal but nerfs incrementy, buffed by using incrementy or cardinals. And there’s “Realm” later, which disables all prior things and base is 2^(completion+1). But there’s a layer in it. Singularity and realm can be toggled. After 3 realms there’s veblen boosting realm.
In realm 2 there’s layer 7(gwa), whose gain is based on ordinals. Base in realm 2 is realm 2 completions+1. You spend aleph0 on buyables in realm 2.
Balancing: Slow, no long timewalls. Collapse is very grindy, so I recommend: Get SM70 as soon as possible. Get SM55 when you buy CUP1, CUP5. SM41 and 25 aren’t important. Make sure to have enough alephs.
Misc: Offline is disabled due to exploits. You can select light theme and change ordinal length. SM25 is buffed after v0.6. Cardinals above e20 are (softcapped): x->e19×(x^.05), x is cardinal. ACUP4 caused inflation, not now, due to cardinal nerf.
Conclusion: It’s fun, but it’s slow and lacks the explanation, such as H layer. I think you’ll understand it better if you play OM or Ordinal Pringles. Still, it’s balanced and worth playing.
Ranks: Content 5/5, Balancing 4/5, Uniqueness 3/5, Overall 3.9/5
2A.Cardinal Gwa Tree*(ryanleonels)
*Joke game so I won’t say balancing. Based on v0.6.1
Review
Topic: Ordinal gwarkup mod(changed post-SM0)
Length: 1-2 days. Endgame: All gwa
Layers: 5 layers. Pre-SM0 is same as original. After SM0, layer 5(gwa) is added. gwa needs last CUP, resetting cardinal, last CUP. gwa has its types, taken from it.
3.8×8 Tree(downvoid)Galaxy.click link
Review
Topic: Tree with 8×8 grid
Length: 5 hrs. Endgame: 1 Hyper prestige
Layers: 17 layers. Layer 1 ups are always kept and adds layers. Others are reset on higher rows.
Balancing: Fast but grindy. You’ll spam resets many times. Also if you unlocked row 2, then I recommend you to get at least 5 of them for a milestone.(But it doesn’t matter that much)
Conclusion: The game balanced and has decent amount of content, but it’s a bit grindy.
Ranks: Content 3/5, Balancing 3/5, Uniqueness 3/5, Overall 3/5
4.Game Dev Tree(thepaperpilot)Galaxy.click link
Review
Topic: Developing TMT. "Hours of work” gain is reduced over time. You start with small idea but become a great game dev.
Length: 4-5 hrs. Endgame: ee12 hr True Endgame: ee13 hr
Layers: 11 layers. All layers only got reset along branches(only higher resets are counted). For example, E layer(row 2) connected to U(row 1), R, S(both row 3), A, T(both row 4), D(row 4), but U layer is lower reset so E layer only resets on R, S, A, T, D. Note that D layer is connected to all row 3 layers, so it resets all of them.
Balancing: Fast at row 1-3 but slow at row 4. And both A and G layers(row 4) require strategy. For A layer, concentrate on boosting E gain and giving levels on all prior APIs. It’ll even be helpful at the endgame and allows you to push past the end. And for G layer, NEVER use it until spent G counts into its effect, as unspent G is helpful and content unlocked by it will be very costly. And the last chal will be a very long timewall(1 hr maybe) even if you pushed enough outside of it.
Misc: There’s lore in all layers.
Conclusion: Though it’s easy to play compared to other TMTs in the early game, the bad balance at late game(especially last chal) make the game less fun. However, if you’re a new TMT player, I recommend you to play it first.
Ranks: Content 3/5, Balancing 3/5, Uniqueness 3/5, Overall 3/5
Tips
G layer: Don’t use Good Will, unless you’re stuck
A layer: E gain is the best in the end
Last D chal: The “worst” part. You’ll wait 2 hrs in it. So don’t hesitate trying it if you’re stuck.
5.The Leveling Tree*(Denisolension)Githack link
*Based on v0.2.0.1
Review
Topic: Levels. Length: 12-15 hrs. Endgame: 12 Damage. True Endgame:Max chal 9
Layers: 8 layers. You won’t get lv cap(e6) until layer 5. But you’ll get lv e6 shortly after. A skill(layer 6) milestone delays it based on skills, max e4. You’ll add chal 9 shortly, delaying lv cap.
Balancing: Slow. Layers 1-4 aren’t hard. But layer 5 chals are bad, with timewalls. Chal 8 is too hard(2nd hardest to max) as you need to max it, to add layer 6. Layer 6 is very grindy as it resets all stuff. Layer 7 ups after the 11th are timewalls, especially for 17th-21st ups(1000 sec/up). Layer 8 resets all stuff so it’s grindy.
Misc: The game until v0.2 had a typical design for TMT, but the v0.2.0.1 update changed the design so much, and added a xp bar as well. Milestones that bulk ruby buyable 2 are broken (due to 1 line mistake in “ruby.js”), except e6 skills one. Has many typos.
Conclusion: It’s unique for using RPG in TMT. But grind and timewalls make it boring.
Ranks: Content 4/5, Balancing 2/5, Uniqueness 4/5, Overall 3/5
6.Tuba’s Tree*(Randomtuba)Galaxy.click link
*Also TT1. Based on v1.0.4
Review
Topic: TMT inspired by Synergism, his scratch game. Length: 7-9 hrs. Endgame: 50 ach
Layers: 5 layers, 1 side layer. Each layer except last resets all prior things. Last layer only resets layer 1. All layers has ups, buyables, and milestones. Layer 3 has 1-time chals. Layer 4 has 5 repeatable chals(max 10).
Balancing: Normal speed. 1hr wall at “No Shards II”(layer 3). Layer 4 chals are pain.
Misc: It has 45 ach, but 5 are added if you got layer 5.
Conclusion: It was fun, but “No shards II” was bad.
Ranks: Content 4/5, Balancing 4/5, Uniqueness 4/5, Overall 4/5
7.Tuba’s Tree Rewritten*(Randomtuba)
*Also TTR. Based on v0.0.2.2
Review
Topic: Same as TT1. Length: 3-5 hrs. Endgame: e2550 points
Layers: 4 layers, 2 side layers. Unlike original, it has booster(buffs things), point layers, but no T, R, SP. Each layer resets all prior rows, with ups and buyables.
Balancing: Slow. You’ll farm xp, which is grindy.
Conclusion: It’s less fun than TT1, due to grind.
Ranks: Content 3/5, Balancing 3/5, Uniqueness 3/5, Overall 3/5
8.Tuba’s Tree 2*(Randomtuba)
*Was on github. Moved to glitch due to ban. Based on v1.0. Also TT2
Review
Topic: Growing Tubas. TT1 sequal, but more similar to TTR.
Length: 14-17 hrs. Endgame: e9.588e8 tubas
Layers: 9 layers, 5 side layers. Transcend/reincarnate chals are repeatable(max 3/50). Shard is changed to AD stuff. “Energy” was so expanded that it has 5 nerfs/types. Strategy is required at “skill tree” and “Super-Prestige Ups”.
Balancing: Normal speed. You’ll spam Transcend at early reincarnate. You’ll spam Ascend after buying an Ascend up boosting Ascension Points based on resets. You’ll reset tree ups when you’re stuck. When you get SP, choose wisely. Don’t forget beating Reincarnate chals.
Misc: Goals are colored: Green(pre-Transcend), Yellow(Transcend), Red(Reincarnate).
Conclusion: The game has much improved compared to the prior trees by Randomtuba. It was more impressive than TT1. It’s worth playing.
Ranks: Content 5/5, Balancing 3/5, Uniqueness 5/5, Overall 4/5
9.The Incrementreeverse*(pg132)Galaxy.click link
*Based on v1.0
Review
Topic: Growing Incrementy. Length: 2 days. Endgame: F1.8e308 points
Layers: 16 Layers. Some layers are removed when buying “Seen”(pion up). Most of rows 1-3 reset nothing. All layers after Boson are reset layers. Fragment has 30s cooldown. Incrementy Stamina is strong even in late-game, since it raises base incrementy gain and effect is exponential. But it’s softcapped at lv40.
Balancing: Slow, grindy. Pre-Origin is fine(except 1000s timewall at Boson, Super-prestige). However, Origin resets ALL stuff(almost hard reset) and hardly buffs things. It takes hrs to recover. It’s fine after a few Origin resets, before Capsule. Capsule resets ALL prior stuff and it take hrs to recover. But Capsule is faster than Origin, taking less time.
Misc: When you beat it, you can’t keep going but you can hard reset. Holding on buyables won’t work.
Conclusion: The game has many things but is bad in origin
Ranks: Content 5/5, Balancing 3/5, Uniqueness 5/5, Overall 4/5
10.The Prestige Chain*(pg132)
*Based on v.8.47
Review
Topic: Linear tree with alphabetical order(A~M). Length: 1 day. Endgame: 378 ach
Layers: 13 layers, 2 side layers. All layers reset all prior ones. Side layer 2(Medal) resets A-F, goals. G resets A-F, medal. All layers have ups, buyables. Some layers have milestones and chals.
Balancing: Normal speed. You’ll suffer in medal, as it’s repetitive, boring. M is the only strategy layer.
Misc: All components in the layer have a name, whose 1st letter is the same as the layer’s 1st letter. For example, the 1st up in the “Eggs” layer: the name of it is “Email”(costs 10 eggs). Holding on buyables won’t work. You’ll see inflation at J-L.
Conclusion: It’s balanced except Medals.
Ranks: Content 4/5, Balancing 4/5, Uniqueness 4/5, Overall 4/5
11.Milestone Tree*(Loader3229)Galaxy.click link/Chinese ver**
*Based on v1.263 **Has +4 ups
Review
Topic: Milestones. It has other stuff, but main is milestones.
Length: 2 days. Endgame: 263 milestones
Layers: 19 layers. Milestone, energies, row 6 are kept on pre-row 7. Layers 1(milestone), 4(meta-milestone), 12(extra-milestone) have milestones. Layer 2(Prestige) resets points, with 16 ups, 2 buyables. Layers 3(Super Prestige), 6(Hyper Prestige) reset prior rows, with 16/16 ups, 2/3 buyables. Layer 5(Prestige Boost) resets but buffs layer 2. Layer 5 has 16 ups. Layer 7(Atomic Prestige;AP) resets layers 2-3, 5-6, with 15 ups, 6 chals, 2 buyables.
Layer 8(Transcend;T) resets layers 2-3, 5-7, with 32 ups, 2 buyables, 8 chals. T has “Special Transcend Point(ST)”, gotten in T chals. Layer 9(Hyper Boost) does layer 7 reset, boosting layers 5-6 and having 13 ups. T resets layer 9. Layers 10(Prestige energy), 11(Super Energy), 12(Hyper Energy) reset nothing(8 ups each). Layer 14(Upgraded Milestone) buffs layers 1, 4 milestones. Layer 15(Atom) does T reset, having 6 ups. Layer 15 buffs layers 7, 9.
It’s unstable at milestone 184, so that some branches move and gains are unstable. It’s more and more unstable with milestones, making more branches move. At milestone 199 row 7 is added, fixing the tree.
Layer 16(reincarnate) is row 7, wiping ALL, except: Milestone count(but disabled, only layer 1), layer 16. It has 4 buyables. 1st buyable re-enables milestones, in order. 2nd buyable delays softcap. Buyables 3/5 buffs layer 8/10. Layer 16 buyable 1 can’t exceed milestones. You’ll keep some stuff on row 7. Later on, you get milestone tree NG+ layers. Seder3214 allowed it.
Balancing: Fast at pre-T, slow after this. If you’re stuck, you’re doing wrong. After milestone 120, you’ll grind AP chals(or wait for T ups). AP chal 1 is automated at milestone 145. AP chals 2-6 are automated shortly after. But you’ll enter them for some ups’ reqs.
At milestones 175-190 it’s slow. You’ll enter T chals for ST. T chals 1-4 are automated later on. Row 7 is slow, but get enough row 7 when you’re waiting for 20+ mins.
Misc: TP is capped at 2e146. Milestone 69: “69th milestone lol”. Hyper prestige buyable 2’s base cost is e6.9e5(Nice)
Conclusion: The game is balanced until 170 milestones, but after that it’s slow. But at row 7 it’s faster. While topic isn’t unique, play it if you’re looking for good TMT.
Ranks: Content 5/5, Balancing 4/5, Uniqueness 3/5, Overall 3.9/5
11A*.Milestone Tree NG+(Seder3214)Galaxy.click link[Unfinished]
*Based on v2.033
Review
Topic: Milestone Tree mod. NG+ starts at 145 milestones.
Length: hrs. Endgame:
Layers: 19 layers. Layer 12(Prestige Power) resets Prestige, which has 1 buyable(gains Hz) and some ups. Layer 13(Exotic Prestige) resets layers 2, 12, which has some ups and 1 buyable(adds effects). Layer 14(Multiverse Prestige) resets rows 2-4, which is a static layer with 4 chals, 4 ups, 6 buyables. Last 3 Chals in layer 14 reset all layers except layer 14. Layer 14 buyables are strategic, as their costs scale each other. Last layer 14 chal hides all layers except layer 14, with new layers. It’s The Prestige Universe.(PU)
In PU you’ll see new milestones in layers 15(Prestige Milestone), 18(Currupt Milestone). Point is reduced by 1st milestone. Layer 15 resets nothing. Layer 15 milestone 1 gains Prestige Essence(PE), boosting points. There are 2 more layer 14 buyables whose costs only scales by their levels. Those buff PE or Points, but you can select 1(can be swapped). Layer 16(Prestiged Exotic Prestige) resets PE, which has a buyable adding effects up to 3. It has some ups too, added later on.
Layer 17(Currupt) adds a curruption(CR) per reset, doing nothing. But you can fix them by tapping on them, reducing points or PE. It’s fixed when you get enough points/PE. When you fix CR, you get Curruption Essence(CE) boosting points, PE. CE is used for layer 17 ups. All CR becomes harder every fix. Layer 18(Currupt milestones) needs fixed CR, with milestones keeping CR.
Balancing: Fast before PU, slow after that. Due to ach buff pre-PU is cleared in 1hr. After that you’ll wait 1000s often in PU.
Misc: You can change style to revamped, which is different from tree(No nodes in revamped; they’re changed to side tabs). By the way Curruption layer is very cool and unique idea I think. How Seder3214 thought of it? It’s a refreshing concept for me. I really appreciate Seder3214’s idea for this layer.
Conclusion:
Ranks: Content 5/5, Balancing 3/5, Uniqueness 5/5, Overall 4/5
12.The Multitree*(Loader3229)
*Based on v1.7.2.1
Review
Topic: Tree with 9 trees. Start with Tree 1(The Prestige Tree Classic;PTC) and add/extend trees! Switching trees is important since progressing in other ones is needed.
Length: 3 days. Endgame: e6.42e13 points
Layers: 22/4/3/3/14/11/16/4/6 layers each tree(in order;83 total). Tree 2 is The Stardust Tree(ST). Tree 3 is The Prestige Forest(PF). Tree 4 is The Burning Tree(BT). Tree 5 is The Incrementreeverse(TI). Tree 6 is The Game Dev Tree(GDT). Tree 7 is The Prestige Tree Rewritten(PTR). Tree 8 is Milestone Tree(MT). Tree 9 is The Dynas Tree(DT). You’ll add stuff in Tree Manager. Selecting layers doesn’t increase the others’ costs.
PTR layers are added by upgrading PTR and getting ups in “Rewrite TPT”. MT milestones cost points unlike original. Other MT layers are based on milestone power(gained by MT-milestone 1) Pion milestone 1 in TI can hide some layers, which won’t remove effect. You can show them again, needed for beating B chals. Pion delays stamina softcap. which is based on pion but with limit. It isn’t same as TI since effect in TI is based on best on reset. There are lecture ups in GDT later on, which is new stuff. At DT “multiplier upgrade” is added, boosting point buff from trees 2-9.
Balancing: Normal speed, but slow sometimes. Crystal layer in tree 2 needs strategy, as shards are limited. But their ups get cheaper every crystal(min 0), and you get all later. Note that getting more crystals is important even if all crystal ups are bought, as some of them boost things based on crystals
At 199 refactors in GDT, it’s slow. In this case check: Row 7 in PTC, last layer in trees 2~3, N/G/P/Q in TI. Then just wait for 200 refactors. At 4 Time Capsules in PTR, getting time capsule is timewall. At e6.6e7 points you’ll wait for a prestige up. At e1.3e8 points you’ll stuck for a long time(max 3 hrs), just wait for 1079 boosters in PTR. Get Imperium&Hyper buildings/Mastery Bricks&buildings(automated at 79 MB)/Crystal(automated at 50)/Chemical Synthesizers/Row 4 in GDT when available.
After that it can be slow sometimes, but after e3e9 it’s fine until the end. At some point in late game Cryatals, Mastery Bricks&Buildings, Time Flux & lecture gain are all finally automated. But Hyper&Imperium Buildings, Chemical Synthesizers, Endpoints(API), Time Flux Buyables, Diploma, Good Will are never automated so check them.
Row 2 G ups in GDT are added later, but you can’t buy all right away. In this case, respec and don’t buy 14. Upon buying “Good Will Upgrade 23”, you’ll notice that fans are reduced so much that it’ll take some time to max them. But it’s the strongest Good Will up, because it cheapens fame buyables so much that all costs are x+1, where x is level. So it makes fans much stronger in return. Good Will upgrade 23 forces Good Will reset upon buying(so it resets fans), so buy it right after its reset.
At ee13 points there’s a timewall, for adding space building 10.
Misc: Holding down buyables doesn’t work. 69 coal up0 says ‘nice’. Unlike original, Fans in GDT is capped at points. Good will effect in GDT is based on total. Origin buyable 1 effect formula is linear but in original formula is exponential.
Conclusion: The concept was very unique(1st one with many trees), as well as having many stuffs and decent balancing. I recommend it for those who are looking for good ones.
Ranks: Content 5/5, Balancing 3/5, Uniqueness 5/5, Overall 4/5
13.The Gaokao Tree(Loader3229)
Review
Topic: Passing Gaokao. Length: 12-14 hrs. Endgame:750 points
Layers: 8 Layers and a side layer. There are 4 ups and textbooks for each subject(row 1). Textbooks are buyables that buff credits and ability gain by 1.5 per level. All of those are reset on GK, which is an exam layer having milestones. But row 2 layers are permanent so they’re kept.
Balancing: Normal speed but very grindy in late game. You’ll click for textbooks a lot. Do GK reset when you’re waiting 2+ mins every buyable before the supermarket. When you unlock the supermarket, the goods in it will be timewall, so wait for those before GK reset. And unspent money does nothing, which means it’s always worth spending them. The Degree layer will be a bit strategic, as you can’t afford all of them. But there’s 9 of them at most and you can’t buy 1-2 of them, so there shouldn’t be many combos.
Misc: There are no autobuyers in game and holding buyables doesn’t work, due to using old TMT. And math score is usually lower than others.
Conclusion: The tree has a good amount of content and no timewalls. But the big grind makes it boring. However, it’s worth trying it, as it shows TMT without autobuyers.
Ranks: Content 3/5, Balancing 3/5, Uniqueness 3/5, Overall 3/5
14.Prestige Tree Dimensions*(Loader3229)
*Also “Prestige Tree: Dimensional Respecced”, “PTD”
Review
Topic: “Prestige Tree Rewritten” but with dimensions in almost every layer. Some layers in “Prestige Tree Classic” included(L, SP) and some layers in Prestige Tree Rewritten are gone(HN, GE, MC, EN, NE, R, ID, AI, C)
Length: 3-5days. Endgame:10 Infinities
Layers: 21 Layers, 1 side layer(infinity). Infinity(inf) resets all things, nerfs things and increases cost. But you add things and QoL each inf. At 2 inf you get Inf Power based on inf, canceling nerf. Each layer resets lower ones. Most layers have dimensions(dim), working like “Antimatter Dimensions”. H layer have chals. Most chals are repeatable, some have no limit. “Impossible?” is unique in that you can’t start it.
Balancing: Slow at early game, fast at late game. This tree has timewalls at row 5 and 0 inf, which means you should wait for “Quirk Upgrade 21” to grow. But after 2 inf, game is much faster than before. Note that all chals ingame need enough progression inside/outside of them. The game inflates before each infinity. This game doesn’t have “respec space buildings” due to enough space. Although this tree has “respec hyperspace buildings”, you’ll max all of them shortly after.(it matters sometimes) Mastery runs are changed to ups. The tree totally lacks strategy.
Misc: Offline is useful in early game. Holding down buyables doesn’t work
Conclusion: This tree lacks strategy and has many timewalls in the early game. But it’s fun at late game for me. I thought the balance doesn’t fit in his usual balancing. I realized that it’s wrong. Thus, it’s worth playing.
Ranks: Content 5/5, Balancing 4/5, Uniqueness 2/5, Overall 3.6/5
Tips
Pre-H: Get B/T before G/S nodes. For S layer, don’t worry about space, due to enough space. For T layer you’ll tap dims x300+, which is grindy.
Row4: Most H chals are repeatable. At row 4 you don’t have to enter them wisely, due to short waits. After SG unlock wait for its up, but it shouldn’t be long. For O don’t grind its buyables too much.
Row5: M/BA choice doesn’t matter. Spell is a must, so don’t forget to check it. Don’t do M/BA resets too often. At PS unlock timewall gaming starts. Clear chals after PS unlock, then wait but don’t enter chals until 1 PS. Don’t forget H revolution.
SP: Grind SP until 9 ups. Then make your SP more than 50×pending SP. Then wait until new PS up. At some point, inflation starts, then wait for e9e15.
Inf: Similar to pre-inf. HS isn’t hard so don’t worry.
14A.PTD: tmt-modern-plus*(Lordshinjo)
*See review 14 for layers, etc. Based on v1.0.6
Review
Topic: PTD but newer TMT. Nodes glow blue if you can buy dim.
Misc: Can hold down buyables to buy fast, reducing taps. Row5 red glow is bugged
15.Le Boring Tree*(Cookina**)Galaxy.click link
*Also “LBT”. Based on v1.5.2 **Also “Momentcookie”
Review
Topic: None but references to “Among Us(Layer 1)”, “Grass Cutting Incremental(decelerator)”, “Prestige Tree(AB)”, and “Antimatter Dimensions(DIEmensions)”
Length: 12~15 hrs. Endgame: e15 charge. True Endgame: Max generators
Layers: 11 layers. “Amogus” layer ups and AB buyables are always kept when you have 3+ boosters. Also all milestones, goals, chals, DV/DP ups, all inf/GH?/Steel layer stuff, all prestige/crystal/Automation ups are always kept. Inf layer has a long chal(Decelerator) that has new layers(which are also GCI reference), after that sometimes you need to exit or enter it again. Later you unlock Anti-Deadly, whose rewards are boosted by the least DS/DB in this chal.
Balancing: Normal speed. There’s no strategy until unlocking the row 4 booster ups. After unlocking it, you should swap chess pieces a lot, but only use “Pawns”, “White Bishop”, “Rooks”. Use this strategy until unlocking DV, and you’ll get all pieces after that. At some point you’re stuck again, then check pieces again and you’ll find there are 2 new ones, and buy both. Grinding for the end is a timewall, keep in mind that you’ll wait for max foundry time before resets.
Misc: You can change notation. You can choose light theme(don’t do it) and easier modes. Export is broken before v1.5.2, but it works now.
Conclusion: This tree has a normal balance and a good amount of length, except for the endgame balancing. And there are strategies in the mid game. So it’s fun, unlike the “Boring” in name.
Ranks: Content 4/5, Balancing 4/5, Uniqueness 4/5, Overall 4/5
Tips
To get “DIEmension Upgrade D5”: Respec all pieces then max black knight. Then wait 2 mins, and respec all pieces and buy nothing, to get this
If you can’t beat “Anti-Deadly”: Use methods in order.
- Check Chess layer then buy all pieces, including black/white king.
- Grind in decelerator.
16.Le Stupid Tree Game*(Cookina)Galaxy.click link
*Also LSTG, and is mod of “Oleg’s Very Good Tree”. Based on v1.4
Review
Topic: Tree with NG-X theme. But NG-X is changed to NM+X(Nightmare), up to NM+9. Some things are references to “Among Us”.
Length: 3 hrs. Endgame: All achs
Layers: 8 layers. All things(except the UB layer and goals) are reset on UB. And getting UB gives you nerf but unlocks something. Some goals have rewards, which are important. There are 2 puzzles that are needed to progress.
Balancing: Normal speed but grindy. You’ll spam click the UP reset button for UB req.
Misc: Some ach names can be changed with progression. There’s a secret after endgame
Conclusion: It’s more fun than MVGT, but some achs should be changed I think, since they made it less fun.
Ranks: Content 3/5, Balancing 3/5, Uniqueness 3/5, Overall 3/5
Tips
To get “Suspicious Behaviour”: Get II~VI, IX~XII, XIV, XVI in UP layer
17.Le Underrated Forest*(Cookina)Galaxy.click link
*Based on v1.4.1. Also LUF
Review
Topic: A TMT inspired by Multitree(Review 12). It has 5 trees, but newer ones. Original versions of trees 1(Operator Tree) and 4(The Meta Upgrades Incremental) don’t work.
Length: 9-12 hrs. Endgame: e435 points
Layers: 6/5/4/3/3 layers(except side) in each tree(20 total), 3 side layers. Tree 2(YACT:A) is harder than original, especially tier 3. Tree 4 is easier than original. Achs aren’t important. Points are capped at e308 and you can go singularity(side layer 2) at limit, wiping ALL prior stuff except side layers 1-2. Singularity buffs point cap and produce singularity power.
Balancing: Fast. You won’t encounter timewalls, except that you’ll wait for a while for v0.1 of Tree 5(Incremental God Tree). Tier 3 power in tree 2 needs some strategy, as the variable “a” is stronger than “b”, “c”, but putting all points in “a” isn’t optimal. So you should choose wisely. Chals 2~3 in Tier 3 power also require strategy.
Layer 3 in tree 4 is also a strategic layer, as you can choose the limited number of upgrades. In contrast, trees 1 and 3 aren’t strategic at all. And if you’re stuck then something must be missing. And Tier 5 power in tree 2 has many boosts but you can only select 1. You can change the boost choice but forces a Tier 5 reset, so Tier 5 power is also a strategic layer unlike the original. Singularity reset is bad because it wipes all stuff but recovering will be much faster
Misc: You can change notation, decimals. You can pause in side layer 1. Secret exists
Conclusion: It was as fun as Multitree. And this tree executed the original trees very well
Ranks: Content: 4/5, Balancing 5/5, Uniqueness 5/5, Overall 4.8/5