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Game comments and reviews
Jan. 28, 2021
The pre-expansion pacing is horrible. It starts out tediously slow, then once you pass e27 for the triple prestige and hit the 6th generator, it's too fast. You just hold M and use an autoclicker for clicking the prestige buttons. Once you hit expansion, it's incredibly annoying to play. Expansion points are slow and QoL upgrades take too long. You are stuck in a long loop of holding M and prestiging, until progress flatlines and you reset for 5 EP. After a few upgrades, you reset for 15 EP but the next upgrade is 100 and doesn't really do much. Horrible, horrible pacing.
Sep. 24, 2020
Some very weird design choices. Minor upgrades like pouch expansions are very expensive, grinding materials is slow and boring, losing out resources when your max storage decreases when you have to solo party for Dad fights, etc. Fun concept, but needs some work.
Aug. 20, 2020
Last patch improved several "irks'. Added a star to my rating for the active dev feedback. Next up, I hope there's an improvement to Equipment mechanics. I feel like there are too many rarity tiers with too little gain between them, even on the same level. Combined with the effort of finding matching secondary stats on the items, managing equipment is a hassle. One easy step would be to change the icon of items depending on the stat type, e.g. change "int swords" to books, and mixed int/str swords to staves, so we can visually already filter out a lot of items to check.
Aug. 15, 2020
There is very little you can do to influence the game, but at the same time you can't leave it running overnight because there is no "retreat and restart" mechanic, nor is there the option to stay in place to farm easier levels. I'm honestly not sure what the game is designed around. Are these mechanics unlocked at later stages? Then why can I see a +1000 starting level map augment if I can't even farm a lvl 1 dungeon? Is the game just really incomplete? I feel like the devs have never played this game at the speed we have to play it at.
I'm not sure how to progress at decent pace. I've focused on unlocking characters to cover all traits, but the 5th suddenly jumps from 500 to 5000g so I guess I'll be missing one for a while. Skill levelups do very little. Commands don't have prioritization so once two characters get low HP you can only pray the lowest gets sufficient heals. Equipment drops are rare and I seem to be getting almost exclusively Necklace items. The shop has two decent non-necklace items, but it only restocks once a day. I have two "complete 2 maps" quests but I can't finish the non-training maps yet and I can't buy those. I know this is an idle game, but I really don't feel like I have much control over my progress.
Aug. 13, 2020
Looks like the prestige scaling has improved quite a bit after the last update; that's very nice. Gameplay is still frustrating. You unlock more and more recipes by tiering up, but your kitchen size stays the same and you just get more and more wasted cookings. Maybe let us exclude a category at every 5th tier? If I'm going Premium/Vegan, I can exclude Cheap/Meat etc.
Aug. 12, 2020
Fun game with pleasent Underlords-like type matching mechanic. The game slows down tremendously after 2 prestiges. I don't mind having slower prestige cycles in Idle games, but since cooking costs ramp up so quickly, this is basically a 10minute setup game which you then leave running overnight.
Developer Reply
The game cycle after first 3-4 prestiges is supposed to be: Spend some time on setup and decision-making and then you are free. Maybe check sometimes during the day to spend money and coupons (getting enough to level-up your main dish is always nice as it doubles its income). Next day (or two) - prestige, repeat. This is definitely not an "active idle" game and does not require constant attention.
Aug. 08, 2020
This is incredibly original and very well done! Congratulations, dev(s)!
Nov. 07, 2019
Feature request: favorite spells, so you can easily get a subset of spells of multiple types.
Apr. 11, 2019
Would be great if spell cooldowns kept counting during offline time.
Mar. 14, 2019
This is horrible. Regular drops don't help at all, so the only way to upgrade is finding safes which you can't control. Upgrading the first skill is pointless because it's so slow to throw and you can't select a target, so a lot of the damage is wasted, while you still take most of the damage.
Mar. 11, 2019
The "I want to plant 3 strawberry" main task doesn't work.
Mar. 04, 2019
I'm not sure how this is a puzzle game. I like the clean design, but there isn't really much reward in completing anything, since you're just following milestones.
The reward is one of the most classic for a videogame, beat the high score
Jun. 10, 2018
The Party screen really needs a way to sort/filter friends, so you can easily switch between "sets".
May. 13, 2018
Fun game! Good, solid basis already. There are a ton of suggestions in the comments and Dev seems to be reading them all, so I look forward to future updates!
I've got some plans for the future for sure ;)
May. 03, 2018
Fun concept. Did run into a bug after placing my second talent point: the boss window wouldn't appear anymore, meaning I was stuck.
Apr. 01, 2018
There's an odd bug: when I deactivated auto-eternity and auto-crunch, then enter a new number in the auto-crunch field, it auto-eternities.
Jan. 25, 2018
PvP has issues... I spent 2 minutes waiting for the opponent to complete his turn, then got 10 seconds for mine before it autoattacked with half my energy left.
Jan. 18, 2018
The Speedup tickets don't actually increase. Bit of a shame, they were a great addition.
Jan. 15, 2018
There are still some serious bugs around. Double-bonuses from Forest kills don't always stack (2x 5e19 gave me 2e19), the "building lock" no longer works, etc.
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