Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Mystery113

21
Posts
1
Following
A member registered Oct 15, 2023

Recent community posts

To fix the weird displays for Summer Festival, turn off "Relative Upgrade Stats" in the settings. It's broken with this event unfortunately.

When you build a building on a tile, it will stop generating its resource. If you want that resource, don't build anything there and have a "Collector" nearby.

Not a gimmick, you're still missing a building which provides a job. Look through them and you'll see one which would give you access to a new job you can use.

This is a glitch with the tutorial. It'll go away with a few more days of progress (once you get the garden gnome).

The developer is currently working on a huge update which is planning to address a lot of the problems that are in the game. Most things that require tedious grinding (embers, mastery, cash) are going to be fixed to be more fun and interesting.

For the monster part timer, it's a bit complicated to make a timer that works. If it only worked if you could kill the enemies, then it would tell you if you could kill those enemies or not which is not the intended purpose. But I do agree that maybe adding an experimental setting for different modes for that timer could be nice.

For the farm if you're in the tutorial (aka haven't gotten a garden gnome yet) then don't worry the game is going to become a lot less active for farm in the near future. If you're past this, then try and think when the next time you're going to check the game is, and plant a crop that takes this long or a bit shorter to grow. You can also use the "giant" gene and the overgrow system to reduce the number of check-ins needed, that's the whole point of them being in the game.

The event relic being nerfed was a one-time thing which was handled awkwardly but shouldn't happen again. It was just a weirdly powerful relic which is only available one month of the year, and would've split the playerbase's progression in Hordes into those who had the relic and those who did not. This is not what the developer wanted, so they changed it. But those not in the discord didn't have any warning, which is very unfair to them and is why I feel it was handled awkwardly. The "permanent items" are actually rather weak in general and don't affect much, so you really don't need to worry about missing them. This was the only good one, and it was nerfed.

If you want to make any suggestions, feel free to go to the discord and add your thoughts. Hearing a new perspective on balancing and QOL is always a good thing.

The dev didn't actually want to update the game yet, the only reason they did is to fix a game breaking bug that triggered when the event ended. But I agree, it should have been better advertised. The plan was to still wait a bit, which would've let people use suitcase for at least a little bit before it was nerfed.

Thank you so much for the update! Fixing a game breaking bug tends to be important, and I'm really glad that we continue to be able to play. The changes you made and quite interesting, especially the choice to allow grow speed to be affected by repeatable upgrades. Here are my thoughts:

-I'm literally never going to be able to progress any more in Hordes with the current content. This is fine, I'd just like to have it soonerish rather than later (Like within the next month or two would be great) An image for context:

Zone 216 is unbeatable to me, but prestiging will reduce my shards to an unaffordable level. I do actually really like the new card effects (x1.6 Equip Chance might actually be usable earlygame), but really miss the combo capabilities of before. I know this was said for the last Hordes update as well, but instead of slowing my progression I'm literally stuck. Grinding heirlooms for now until the next update. Please allow up to 10 equipment or something, as this is also SUPER nerfing the corruption reduction equipments.


In terms of the farm changes, I agree with each and every one of them except the biggest: linear scaling. This is a crazy nerf to exp gain's usefulness, and reduces crop gain rate greatly. Late game I believe I can actually get a lot more gold out of the changes from rare drop gold, so that's nice, but other than that this was also a nerf.


Overall, my thought on this update: It's a fun balancing BUFF for anyone under GL 600-700 or so, otherwise it is a limiting nerf for Hordes but still a fun albeit slightly weaker farm.

Again, thank you so much for your continued work, Tendsty. I'm REALLY excited for the next update. Gallery expansion and Patched Ember/Mastery farming is super exciting. Keep up the amazing work! 

I see where you're coming from, as the timers for a lot of the crops can be intimidating. But I recommend only growing those more than 8 hours crops overnight for now, with many smaller harvests of carrot, blueberry, ect. during the day.

Also buying the upgrade to turn off "first crops" was DEFINITELY the right move, as the short timers are also only giving 1/12 as much as they should have been.  That tutorial is a nerf that's there to give a feel for the idea without the waits.

TLDR: planet long grow time crops overnight, use shorter times during the day. 

 And don't worry, new things are unlocked as you progress to make these times much more flexible

"Red Luck" is amazing due to a lot of different things, mainly the "Build Red Reservoir" idea and the fact that it can be kept. 

"Orange Luck" in small amounts can be good for speed, as well as a very small amount of the next two. 

But I can agree that later lucks (like "Blue Luck") are nigh useless in the current game state. Make such to get high amounts of "Red Luck," but you can definitely skip out of the others if you'd like.

No, there is not. However, the discord contains most things you might be wondering about, and there have been quite a few questions answered here on itch as well. If you want to ask about anything, feel free to and someone will answer.

1 / 10000 chance each second base 

(About 2 hours and 47 minutes average time to get one)

Can only gain if not at shard cap

You don't lose them if your cap lowers

Killing enemies doesn't affect the drop chance at all, it's just random chance. Do whatever and it'll stay the same.

Tendsty is really just saying not to expect an update every week or less like we used to have. The break between future updates should be MUCH shorter than this one.

Nostalgia increases your chance of receiving an heirloom from a miniboss by 0.1%.

Nostalgia bonus is affected by heirloom chance multipliers, such as Advanced Luck.

Each time you gain an heirloom while you have a Nostalgia, you lose 1 Nostalgia.

You regain all Nostalgia when you prestige.

Total beauty gained over the reset. 1 trillion beauty for 10 cash, and the formula is:

 10^(sqrt(log10(beauty / 100B)))

ex.  1Qa beauty needed for 100 cash, 10Qi beauty needed for 1,000 cash, 100Sp beauty needed for 10,000 cash.

Spending beauty does NOT reduce cash gained from reset

Yes, this would work. Speed-grow for /4 grow time would probably be best. Only takes 5 hours then, very quick. Still need Lvl 5 overgrow gene.

But at the same time, this may be what the developer is intending: idle gameplay. Every update they've done (School, then Hordes, then Village/Farm) was made to make the game more idle and extend available content. While it will still be an incremental, it seems the end goal is effectively a check-in game. I don't want this, personally, and would prefer if  resets stay between 3 and 7 days or so.

This isn't really that urgent, as I don't think the effects will be that bad until like a month or two from now, but at some point some small changes to address this would be nice.

Wouldn't "Corruption Not Allowed" and "Into the Trash" be a better combo for this? It'd give three equipment capacity and also reduce corruption as an additional small bonus. And using your math for the cost, 19.16/0.1375 = 139 green gem cost for "Corruption Not Allowed" and 19.16/0.055 = 347 green gem cost.

139 + 347 = 486 average cost for the two cards, which is less than double the cost of "Backpack Check" for an additional equipment slot. I agree that Backpack Check is weirdly powerful, but I think that more powerful strategies exist if you look at the farther down packs, especially using "Corruption Not Allowed" to compensate for the additional corruption. 

Topaz isn't gained while a major event is running (such as Snowdown). You're instead currently gaining snowballs.

Wait, really? Which ones? I've spent ~90% of my green gems total so far on Hordes cards, and still haven't completed the "Dangerous weapons" card pack, much less any others. You mentioned earlier that you'd done the "Plants in the city", what's the other one?  "Miners and equipment"? (Note that I think that cards are cool, not complaining in any way)

Alright, looking at this update with a closer lens makes it less bad. The key things to note are:

-Hordes didn't get changed

-The update for Mine was an upgrade (other than bar smelt time, although this shouldn't change too much), and should increase progression rate.

-Village is almost unaffected early-mid game as far as I can tell, and so this just encourages shorter resets to increase faith. Also faith production overall was increased, buffing this effect more. I think this one is a bit harsh for late-game production, but we don't know the reasons why it was reduced (No info on update log). Without knowing the reasons we can't judge how necessary it was.  Although an explanation would be nice.

-All farm fertilizers now have the effect of Grow Time /2 and rare drop rates have increased. I think that the changes just make it so you don't use your sprinklers, and DNA gene upgrades with the buffs to gene bases should at the very least mostly compensate for the time increases. Also the 5min-30min grow times for crops didn't make sense for how the game works, and it should've been obvious it was going to be changed with a similar degree to Hordes. Also overgrow rework is nice, old system was a bit annoying

So I think there's some minor RNG issues in the card system right now. I've opened 10 or so 'Old Memories 'packs, and the last 6 have had the exact same 2 cards. This is like less than a one in a million at this point, so something's up. I really want to finish my Hordes card collection, but can't because every time I pull the same two cards ('Mushroom Guide' and 'Sawblade Launcher' in case you're wondering). Is there any plan for a RNG patch coming up soon?

Also this is like my favorite incremental game by far, don't think I dislike the game. It's my current favorite, and I love the gameplay (Hordes especially, the rework was good long-term) I'd just like to know how to fix my card pack to contain more cards.

Loving this game overall, I don't want anyone to get the wrong idea. Favorite itch.io game by far, possibly my favorite idle/incremental. 5/5 any day, but I do have some small things I'd love to see added / changed: (Note that this is just going to mainly be opinion stuff, no need to agree)

-Mining: Pretty cool overall, to me feels like a solid baseline game which is always moving forward, if slowly. I like it, the crafting system is cool, and the prestige timewall's an actual reasonable one. Basically, it's cool because you can switch to other tabs while waiting. No changes needed here, but some additional abilities on the rock or something could be cool (I guess that's just hordes then, though...)

-Village: From what I've seen, the game which is the deepest and has the most strategy. Still working out what the best time is for Prestiging (quick 8 or less hours runs seem the best so far, but I'll continue testing and see). Good variation of upgrade choices, no blatant timewalls other than the generation of resources. 

The only thing is the weirdly high tax rates vs. weirdly low food generation rates. I'm at ~7000 blessing gained, and haven't needed church tax at all. Changing this to a minor buff to food or something would be great, but I also understand that I'm still early-mid game or so, so I shouldn't expect everything to click yet. If this is the case, then making church tax unlock later in some way could have the same effect. 

I think this is the most well-crafted out of the various games, and could almost stand alone. It's currently my favorite, I believe, out of the main features, but Hordes used to be my favorite by far before, um, you know...

-Hordes: Yeah, so honestly thank you so much for responding to what people asked you to do. They wanted you to remove the corrupt soul timewall of 8 hours and you did. 

But this upheaval of everything is making me literally relearn the whole section, every upgrade, equipment, and achievement relic gain is different, and the main problem (in my eyes) is the combination of soul capacity and timers for enemies. I think that the system for gaining monster parts was improved, but the fact that the whole entire game was either ramped up/changed drastically should probably be some red flags in development. 

Even if a lot of people weren't saying it, they liked the old system (mostly liked it, and at the very least more than this one), and seeing it change so much hurt a bit. If you look at the comments below, and at other places, people also seem to have prefered the old version. Big changes in drastic sweeps like this have scared me away from games before, but this game is just so good I have to stick around and see if everything sorts itself out.

This is the main reason I'm writing this. I've done farm as well, and enjoy it, but I want my main focus to be on how changes work in the future. Because changes will happen, it's just important that they're moving in the right direction. So my big thought:

-Voting! Yeah, after you get far enough, vote/comment on the coming update, which is leaked beforehand so people can share their thoughts on the different additions and changes. And if people think something isn't a good idea, maybe a tweak or something to help shape Gooboo into a game somehow better than this masterpiece I see before me

-Gems: Gems were handled amazingly, good eye-opener on the scope of the game when I unlocked them, and they force some long-term strategy. Green gems and their uses are my personal favorite, but they all have their perks. For the themes, having the ability to buy cosmetics for a cosmetic-only currency really made my day, and is very rarely seen in a free game.


-Which I do want to emphasize this is a free game. I truly appreciate this, and know that this would have been done mostly as a side project/hobby, and is now the game which is bringing joy into my day. And that update will be a bit slow, and that we can't expect perfect, and definitely not expect it the first patch. The game will grow and improve as the months go by.


-Event: I expected the rewards to do more, mainly, but honestly fun. A ramping/pity RNG system would be nice, and if you could have something I could do with my spare resources which are now literally useless until I unlock the third potion slot (Even like a super small amount of essence or something).

-So yeah, overall LOVE this game, and hope it goes in the right direction, and grows big enough to create a huge stir in the idle/incremental. Please continue developing, excitedly awaiting the next addition to my current time waster! :)