Reviews 15~ are here
General
Ranks(all scores are x/5. Better ranks will have bigger x)
Content(C): Based on content amount. Long but contentless ones won’t have good rank
Balancing(B): Based on balancing, including QoL(adds to the rank), Timewalls(subtract to this), etc
Uniqueness(U): Based on uniqueness of topic and mechanic
Overall: (C x 0.2) + (B x 0.5) + (U x 0.3)
Dev link is homepage or galaxy.click profile. up=upgrade, chal=challenge, ach=achievement
Finished games’ numbers are bold, active ones are italic, otherwise inactive
Endgame: End of game, no more content.
True Endgame: Grind after Endgame.
Truer Endgame: Grind after True Endgame.
Mod finder/Galaxy.click/TV Tropes/Modlist by yhvr/Wiki
0.The Tree of Nerfs(downvoid*)
*Also “unsoftcapped” or “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” tab in AT layer has ups that are timewalls.
Misc: Row 6 spell out “Albania”, which is also a ‘recursive acronym’, since AL layer is “Albania”. Also AL milestone adding AN layer says “gwa gwa”. Ups’ names in XYZ layer 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 buff switch(es)
12 Buffs-1 AL: Change 12 buff milestone’s toggle often. Don’t forget switches
1 AN~IA unlock: 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: Mod of ton2 that changed AN stuff. 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(own stuff): Tons of radical changes and slow. There are many confusing ups/milestones due to lack of explaining. Thus I’d say it’s confusing often.
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 but 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 prod is force disabled due to exploits. You can select a light theme and change the max ordinal length. SM25 is buffed after v0.6. Cardinals above e20 are (softcapped): c->e19×(c^.05), where c is cardinal gain. The softcap is so tough that you’ll barely get above e20 cardinals even if you bought ACUP4(it caused big inflation, but not now).
Conclusion: The game was fun, but it’s slow and lacks the explanation, especially the H layer. And I think you can understand this game better when you play OM or Ordinal Pringles. Nonetheless, it’s well-balanced and still 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.
Summary
Topic: Mod of Ordinal Gwarkup(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. Layer 5 needs last layer 4 up, resetting cardinals and last layer 4 up. Layer 5 has many ups doing nothing, whose names are “gwa emoji” variations
3.8×8 Tree(downvoid)Galaxy.click link
Review
Topic: Tree with 8×8 grid
Length: 5 hrs. Endgame: 1 Hyper prestige point
Layers: 17 layers. Ups in layer 1 are always kept and unlock a new layer except 1st up. But 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 very well 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. The “hours of work” gain is reduced over time after some point. You start with a small idea but eventually become a great game dev.
Length: 4-5 hrs. Endgame: ee12 hrs of work True Endgame: ee13 hrs of work
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: Boosting E gain is the best in the end
Last D chal: The “worst” part in this tree. You’ll wait 2 hrs in it. So don’t hesitate trying it if you’re stuck.
5.Leveling Tree(Denisolension) Githack link
Review
Topic: Leveling up. Level req is higher each lv up. Length: 12-15 hrs. Endgame: 12 Damage True Endgame: Maxed Quest 9
Layers: 8 layers. You won’t get initial lv cap(e6) until layer 5. But you’ll get a lv cap shortly after that. And it won’t increase until a skill(layer 6) milestone that adds lv cap based on skills up to e4. And you’ll unlock 9th chal in layer 5 shortly, and the 9th chal will increase lv cap more(until e7 if you don’t get treasures) but you’ll notice that maxing out is very hard; 99 completions is easy.
Balancing: Slow. Layer 1-4 isn’t that hard. But if you unlocked layer 5, you may notice the chals in that layer is hard. The 8th chal is very hard(the second hardest to max it) as you need to max it(100 completions) to unlock the next layer. And layer 6 is very grindy as it resets all prior stuff. Layer 7 ups after the 11th up will be all timewalls, especially for 17th-21st ups(1000 sec of waiting each). And the final layer also resets all prior stuff so it’ll be very grindy again.
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. Also all milestones that bulk buy 2nd ruby buyables are all broken (due to single line mistake in “ruby.js”, according to the user “Terper” in discord server), except e6 skills milestone. Also has a few typos. For example, “To Level 70!” up’s description “Level UP much too faster before lv.60” should be changed to “Level UP too much faster before lv.70”, as it works at lv 60-70.
Conclusion: It was unique for using RPG stuff in TMT, but the grind and timewalls made the game boring.
Ranks: Content 4/5, Balancing 2/5, Uniqueness 4/5, Overall 3/5
6.Tuba’s Tree(Randomtuba)Galaxy.click link
Review
Topic: Just a generic TMT. Length: 7-9 hrs. Endgame: e2.36e14 points
Layers: 5 layers and a side layer. Each layer except the last resets all prior progress. The last layer only resets the 1st layer. All layers has ups, buyables, and milestones. Layer 3 also has chals that are non- repeatable. Layer 4 has 5 chals that are repeatable(up to 10 times).
Balancing: Average speed but it has 1 hr wall at “No Shards II”(layer 3). Layer 4 chals are painful.
Misc: It shows 45 achs, but 5 are added if you got 1 super prestige point.
Conclusion: The game was fun, but “No shards II” timewall was too bad.
Ranks: Content 4/5, Balancing 4/5, Uniqueness 4/5, Overall 4/5
7.Tuba’s Tree Rewritten(Randomtuba)
Review
Topic: See review 6. Length: 3-5 hrs
Layers: 4 layers, 2 side layers. Unlike original, it has booster and point layer, but doesn’t have T, R, and SP. Each layer resets all prior rows and has ups and buyables in all layers except booster.
Balancing: Slow. You should farm Exp for a boost, which is a grind.
Conclusion: The game was less fun than the original, due to being very grindy.
Ranks: Content 3/5, Balancing 3/5, Uniqueness 3/5, Overall 3/5
8.Tuba’s Tree 2*(Randomtuba)
*It was at github, but moved to glitch. Based on v1.0
Review
Topic: Growing Tubas. It’s sequel to Tuba’s Tree. But it’s more similar to Tuba’s Tree Rewritten.
Length: 14-17 hrs. Endgame: e9.588e8 Tubas
Layers: 9 layers and 5 side layers. Unlike Tuba’s Tree, transcension chals are repeatable(max 3) and “shards” from Tuba’s Tree are changed to “polynomial growth” mechanic(original one has generator and doubler). Also “Energy” was so expanded that it has 5 types of nerfs and types. Strategies are required at “Reincarnation skill tree” and “Super-Prestige Ups(not as much as the previous)”. Reincarnation chals are repeatable(max 50).
Balancing: Normal speed. You’ll spam Transcend clicks at early-reincarnation. Also you should spam Ascension clicks after buying an Ascension up that boosts Ascension Point gain based on its count. And you’ll need to reset Reincarnation tree ups whenever you’re stuck. When you unlock the SP layer, you’ll choose its ups wisely(tip: never get the up that boosts quarks at first. And the strongest up at 1 upgrade point is the 2nd up.). And don’t forget about beating Reincarnation chals.
Misc: The goals are colored: Green(pre-Transcend), Yellow(Transcend), Red(Reincarnate).
Conclusion: The game has much improved compared to the prior trees by Randomtuba. And this tree was much more impressive than Tuba’s Tree. However, Incrementy was a bit boring. Nonetheless, it’s worth playing it.
Ranks: Content 5/5, Balancing 4/5, Uniqueness 5/5, Overall 4.5/5
9.The Incrementreeverse(pg132)Galaxy.click link
Review
Topic: Growing Incrementy. Length: 2 days. Endgame: F1e308 points
Layers: 16 Layers. But some layers are removed when buying “Seen”(pion up). Most layers until row 3 reset nothing. But all layers after Boson are all reset layer. Fragment layer has cooldown(30 sec). “Incrementy Stamina” is strong even in the late-game, because it raises base incrementy gain and effect is exponential. But the effect is softcapped at 40(still strong).
Balancing: Slow and grindy. The game before Origin reset goes fine(there’s 1000 sec timewall at Super-prestige). However, Origin resets ALL stuff(Almost hard reset) before this and hardly boosts things(So it forces you to start from “Origin” again, so does the name.). And it takes a very long time to recover. The game goes fine when you got all Origin QoLs, before Capsules. Capsule resets ALL prior stuff and it take a long time to recover. Nonetheless, Capsule is better than Origin, since it takes less time.
Misc: When you beat this, you can’t select keep going but you can hard reset. Holding on buyables doesn’t work. *Number limit of the game
Conclusion: The game has various content, but balancing was very bad at origin
Ranks: Content 5/5, Balancing 3/5, Uniqueness 5/5, Overall 4/5
10.The Prestige Chain(pg132)
Review
Topic: A linear tree with alphabetical order(A~M). Length: 1 day. Endgame: 378 ach
Layers: 13 layers and 2 side layers. All layers reset all prior layers. And the 2nd side layer resets all prior layers, as well as goals. However, the next layer(G) resets the 2nd side layer as well(G doesn’t reset goals.). All layers have ups and buyables(except side layers), and some layers have milestones and chals.(including side layer 2)
Balancing: Normal speed. But you’ll suffer at medals, as it’s repetitive and boring. Also M layer is the only layer that needs strategy, which is the last 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 10th up in the “Eggs” layer: the name of it is “Equipment”.(costs e7 Eggs) And holding buyables doesn’t work, as it uses old TMT. You’ll see the inflation at the J-L layers.
Conclusion: The game was balanced very well except for 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
Review
Topic: Milestones. It has other stuff, but the main is milestones.
Length: 1.5-2 days. Endgame: 263 milestones
Layers: 19 layers. All milestones/energies, row 6 layers are kept on all resets except last layer. Layers 1(milestone), 4(meta-milestone), 12(extra-milestone) only have milestones. Layer 2(Prestige) resets points, which has 16 ups and 2 buyables. Layers 3(Super-Prestige), 6(Hyper-Prestige) reset prior rows, which have the same as layer 2. Layer 5(Prestige Boost) resets layer 2, boosting layer 2. Layer 5 also has 16 ups. Layer 7(Atomic-Prestige) resets layers 2, 3, 5 and 6, which has 12 ups and 6 repeatable chals.
Layer 8(Transcend) resets layers 2, 3, 5-7, which has 32 ups and 8 repeatable chals. Layer 8 also has “Special Transcend Points(I’ll call it ST)”, which are gotten in layer 8 chals. Layer 9(Hyper Boost) does layer 7 reset, boosting layers 5-6 and having 8 ups. Layer 9 is reset on layer 8. Layers 10(Prestige energy), 11(Super Energy), 12(Hyper Energy) reset nothing, all of which have 8 ups. Layer 14(Upgraded Milestones) buffs layers 1 and 4 milestones. Layer 15(Atom) forces layer 8 reset, which has 6 ups. Layer 8 buffs layers 7, 9. Layers 10-15 are kept on all resets except layer 16(Reincarnation).
The tree becomes unstable at 184 milestones, so that some branches starts to move and also currencies gain become unstable. It becomes more and more unstable as you get more milestones, making more and more branches to move. You’ll end up seeing almost all branches are moving. But at 199 milestones, you’ll see a row 7 layer, fixing this unstable tree…
Layer 16 is a row 7 layer, resetting ALL stuff except: Milestone count(but disabled, and only keeps layer 1), layer 16 content. It has 3 buyables. 1st buyable re-enables milestones, in order. 2nd buyable delays softcap. 3rd buyable buffs layer 8 gain. 1st layer 16 buyable can’t exceed milestone count. You’ll keep some stuff on layer 16 resets later on. Later on, you get milestone tree NG+ layers, but Seder3214 allowed to do it.
Balancing: Fast at pre-Transcend and slow after this. You’ll spam click many times for Prestige Boost, at the early game. Also if you’re stuck, there should be something you’re missing. And after getting 120th milestone, you should get AP chal completions as much as you can, as even 0.01 completions are important(or wait for T ups.).However, AP challenges starts to be automated(even if you’re out of them) at 145 milestones, eventually all of them are automated shortly after. But you should enter them again for some ups’ requirements.
At milestones 175-190 it’ll be slower, and you should enter layer 8 chals for ST. First 4 layer 8 chals are automated later, automating their ST too, so you don’t have to enter those once automated. However, row 4 AP/HB ups can only be bought in T challenges, but since those are very costly you can’t buy for long. Row 7 layer is also slow, but get enough RP when you’re waiting for 20+ mins.
Misc: TP is capped at e35, pushed to 2e146 after row 7 reset. 69th milestone popup: “69th milestone lol”. 2nd Hyper-prestige buyable’s base cost is e6.9e5(Nice)
Conclusion: The game is balanced well until 170 milestones, but after that there are some big grinds. However, after row 7 reset it gets less grindy. While the topic isn’t unique, you should play it if you’re looking for a 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 a buyable(gains Hz) and some ups. Layer 13(Exotic Prestige) resets layers 2 and 12, which has some ups and a buyable(add effects). Layer 14(Multiverse Prestige) resets rows 2-4, which is a static layer having 4 chals, 4 ups, and 6 buyables. Last 3 Chals in layer 14 will reset all resources except layer 14. Layer 14 buyables are strategic, as their costs scale each other. Entering last layer 14 chal will hide all layers except layer 14, adding new layers. This chal is called The Prestige Universe.(I’ll call it PU)
In PU you’ll see new milestones in layers 15(Prestige Milestone) and 18(Currupt Milestone) but point gain is reduced by 1st milestone. Layer 15 resets nothing, and 1st layer 15 milestone produces Prestige Essence(I’ll call it PE), boosting points. There are 2 more layer 14 buyables whose costs only scales by their levels. Those 2 buyables buff PE or Points, but you can select 1 of buffs that can be swapped. Layer 16(Prestigified Exotic Prestige) resets PE, which has a buyable adding effects up to 3. It has some ups too, added later on.
Layer 17(Curruption) adds a curruption(I’ll call it CR) each reset, which does nothing. But you can fix them by tapping on them, reducing either points or PE. It’s fixed when you get enough points if it reduces points. If a CR reduces PE you can get enough PE to fix it. When you fix CR, they give Curruption Essence(I’ll call CE) boosting points and PE. CE is used for layer 17 ups. All CR becomes harder every fix. Layer 18 needs fixed CR, having milestones that won’t reset CR.
Balancing: Very fast before PU but slow after that. Due to achievement buff pre-PU is cleared in 1 hr. After that you’ll wait for 1000 sec often in PU.
Misc: You can change tree style to a revamped one, which is very different from tree style(No tree nodes in revamped; they’re changed to side bar). 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 v1.6.2.1
Review
Topic: Tree with 8 trees. You start with Tree 1(The Prestige Tree Classic;I’ll call it PTC). You add trees as you progress. Switching trees is important since progressing in other ones is needed.
Length: 35-50 hrs. Endgame: e2e12 points
Layers: 22/4/3/3/13/11/15/4 layers each tree(in order;75 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). You can add stuff in Tree Manager. Selecting 1 of B/G, T/E/S, HB/SS layers in PTC doesn’t increase the others’ costs. It applies to all trees, so feel free to unlock new ones.
All PTR layers are only unlocked by both upgrading this tree and get ups in “Rewrite TPT” in Tree Manager. MT milestones are gotten with points, not tree 8 resources unlike original. But other layers in MT is based on milestone power(gained by MT milestone 1) and other MT resources. Pion milestone 1 in TI can hide some prior layers, which won’t remove effect. You can show them again after hiding them, which is needed for beating boson chals. Pion effect delays stamina softcap. which is based on itself and maxes at 4. It isn’t same as original since the effect is based on best pion on reset which caps at e9. There are lecture ups in GDT later on, which is new stuff.
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 layers in tree 1, last layer in trees 2 and 3, layers N, G, Q, and P in tree 6(if exist). Then just wait for 200 refactors. At 4 Time Capsules in tree 7, getting time capsule is a timewall, which is just a waiting. At e6.6e7 points you’ll wait for a prestige up. At e1.3e8 points you’ll stuck for a long time(up to 3 hrs), just wait for 1079 boosters in tree 7. Also get Imperium&Hyper buildings/Mastery Bricks&buildings(automated at 79 MB)/Crystals(automated at 50)/Chemical Synthesizers/Row 4 layers in tree 6 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.
Misc: As it uses old TMT, holding buyables doesn’t work. The up costs 69 coal says ‘nice’. Unlike original, Fans in GDT is capped at points and Good will effect in tree 6 is based on total.
Conclusion: The concept of this was very unique(it’s the 1st one having multiple trees), as well as having a good amount of content and having good balancing. I recommend it for those who are looking for good trees.
Ranks: Content 5/5, Balancing 4/5, Uniqueness 5/5, Overall 4.5/5
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 be like.
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: 3-5 days. Endgame:10 Infinities
Layers: 21 Layers and a side layer(infinity). The Infinity side layer resets all prior progress and the cost increases every reset. In addition, you get a nerf based on infinities. But you unlock something every infinity, and get a QoL milestone, and at 2 infinities gain Infinity Power based on infinities, which partially offsets infinity nerf. And every layer except infinity resets lower layers. Most of the layers have dimensions, which works like “Antimatter Dimensions”. H layer have chals, most of them are repeatable and some of them have no completion cap. And “Impossible?” is unique in that you can’t start it
Balancing: Slow at early game and fast at late game. This tree has timewalls at row 5 layer and 0 infinities, which means that you should wait for “Quirk Upgrade 21” effect to grow. But in the late game it goes much faster than before. Note that all chals in the game need enough progression inside and outside of them. The game inflates at almost every infinity. And this game doesn’t have a “respec space buildings” button due to having enough space for it. Although this tree has “respec hyper buildings” button, you’ll max out all of them shortly after.(but sometimes that button matters) Mastery layer changed to upgrade layer. So this tree totally lacks strategy.
Misc: Offline prod is useful in early game. Holding buyables doesn’t work
Conclusion: This tree lacks strategy and has quite a few timewalls in the early game. But it was fun at late game for me. I thought the balance doesn’t fit in his usual balancing. I realized that it’s wrong after beating it. Therefore, it’s worth playing it.
Ranks: Content 5/5, Balancing 4/5, Uniqueness 2/5, Overall 3.6/5