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Game comments and reviews
May. 05, 2020
It's surprising how easy it is to hit a bottleneck by ignoring or misunderstanding game mechanics. I think probably the worst culprit in that regard is achievements.
Nov. 24, 2019
A lot of fun. Puzzles should probably have been ordered a bit more by difficulty.
Nov. 11, 2019
An excellent game. Not sure it really needs to be expanded; it feels very complete as-is.
Feb. 15, 2017
Suggestion: Allow users to save their current configuration as an autobuild configuration.
Developer Reply
Thanks for the suggestion. I have this already on the list, but it's a bigger change and some other things have a higher priority currently.
Feb. 09, 2017
According to the achievement bonus tab, I am receiving 2 bonus gems per day for the cut gems achievement. According to the free gems tab, I am receiving 0 free gems per day from achievements. Shouldn't bonus gems from cut gems achievements being included in this count?
Yes you're right, it should. I assume the reason is, that the gems achievement is recalculated on the server when the blueprint score is updated. This means you need to make any change to a blueprint (upgrage, merge or getting a new one for example). If this doesn't help, you might need to reload the game or alternatively purchase something with gems.
Jan. 24, 2017
Suggestion: Instead of reducing the rewards based on distance between workshop and expedition level, reduce the rewards based on number of consecutive expeditions without a workshop level-up. This discourages players going overboard with consecutive expeditions but still allows a player schedule expeditions (e.g., players might prefer to save expeditions for days when they have less free time to pump points into their workshop). This also adds an interesting strategic decision: "Instead of going on the expedition, reset progress and then go on the (0 cost) expedition for increased rewards, at a cost of losing any existing material that might've gone into the next expedition.". This approach is far less disruptive than the current approach, so maybe use a 10% cost instead of a 5% cost (and maybe reduce rewards by multiplying by 0.9^X rather than by multiplying by (1-0.1*X)).
I think this comment was from before the last expedition reward change yesterday. I want to keep it now for a while as it is and then check again how it turns out when players adopted their playstyle to it.
Jan. 12, 2017
Suggestion: Clicking the auto-build progress bar should instantly build the current element.
Thanks for the suggestion, I've put it on my potential improvements list.
Jan. 02, 2017
Given that my offline production is greater than 100% and I don't intend to buy or auto-buy anything in the immediate future, does that mean that I should close the game?
This is up to you, but in this case production would be faster while not playing the game actively.
Oct. 13, 2016
Found this on almostidle. It's a real shame that you've stopped updating; this is a lot of fun. A really poor fit for Kongregate, though.
Oct. 31, 2015
Suggested feature: If using less than 4 skills, each skill levels proportionately faster (3 skills = 133%, 2=200%,1=400% . Obviously this is a bad deal (skill synergies are more effective, especially late game), but those of us stuck leaving the game on overnight due to having no quests and a highly under-leveled skill will do it anyhow.
Oct. 25, 2011
Fun, though some of the levels are rather tough on a touchpad.
Oct. 21, 2010
For those of you noticing it locks up when you use a skill, you need to upgrade Flash. I had the same issue until I did so.
May. 24, 2010
A fun game, but incredibly easy, especially with the hint signs giving everything away. Further, many levels can be beaten by totally ignoring the tools system and just carefully and repeatedly bashing your ship blocks.
Oct. 27, 2009
Quite fun, but far too easy to 3-color using minimal logic.
Oct. 13, 2009
Reminds me of Viano.
Jun. 10, 2009
Tip: Running out of missiles during the last mission is not as much of an issue if you have a missile fabricator.
Feb. 16, 2009
I'm way to easily amused, because I found that quite funny.
Feb. 10, 2009
Has a save feature. It's automatic.
Feb. 04, 2009
Once you recognize that, quantity beats quality, population means money, and that buying from the market makes building stuff easy, the game becomes more tedious than difficult.
Sep. 04, 2008
Took enough effort to offer a bit of a challenge yet was easy enough to beat without looking at a walkthrough. Good stuff.
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