There's some balancing to be done, but that particular upgrade boosting income dramatically is kind of the point from what I can tell. It's a gateway ability designed to move the player into the next income bracket, thus letting them explore the next tier of upgrades. In other words, it's a feature, not a bug. XD I've seen it in other incremental games.
clypsiphaya
Recent community posts
.... having played through the game, and then read through your manifesto beneath it in the Description... I think you woefully missed the mark, here. The manifesto itself makes the point rather well - but the game itself, at least on the surface, says the exact opposite. The gameplay loop screams "exploitation or death, don't bother playing unless you play to win." Maybe there's a layer of satire I'm missing somewhere, but... the method you used to make your point undermines the point you're trying to make.
That thought occurred to me, but there's no indicator on the song list which song is played where - just a plain alphabetical listing. This wouldn't be a problem... but the phone isn't accessible during the cutscene in question, which means there's no way of checking the Now Playing status. Hence asking if anyone knows which song it is, in hopes I won't simply have to guess based on the lyrics and go through that encyclopedic list. Thank you, though.
EDIT: found it. "Shake it Down" - an AI generated track by the dev. Ah, well.
So... I'm really curious what the dev's definition of "nonconsensual" is. Are all the girls volunteering up-front to be "enslaved," with full knowledge of what's going to happen? Just curious, because the usual definition of "slave" means "someone who doesn't get a choice in whether to serve or not."
EDIT: No, I haven't played the game yet. I'm asking this to decide whether or not I'm going to give it a shot, or avoid what (on the surface) seems like a really creepy bait-and-switch.
The only thing you've done is waste your own time, sweetie - again, I'm not the dev. Just another player pointing out misinformation.
Going to go ahead and stop here - I can't tell if you're trolling, or genuinely arguing in bad faith, and I'm not interested in continuing to engage either way. Good luck with reading comprehension.
The domino variations are nifty, and there's something satisfying about watching them fall in neatly ordered rows.
For the first several hundred repetitions.
I'm not sure how the concept of free time offended the developer, but this is their revenge, I'm sure of it. While there's apparently some variety in the later stages according to the screenshots, I simply couldn't get there. The utterly repetitive, linear grind, the lack of options for the music or sounds, the complete inability to lose focus without pausing the game...
The "Features" area above glazes over this like a career car salesman, with no mention of how long it will take to get to a point where it's anything more than mind-breaking, single-click repetition. And the fact that this... proof of concept already has a Steam entry to wishlist is one of the most ambitious things I've ever seen.
This is a lovely idea, and it has some potential, but it needs earlier choices and a serious QoL pass before it's anything but an egregious time waster. Maybe some variation in the domino arrangements (or even the ability to select one), or a choice of domino skins, or toned-down escalation on the numbers, or make the Offering mechanic manual, the list goes on.
I'll check back in a few months to see if this unbaked dough has risen a bit.
So, note to self: two Bees, three Extra Money, one Damage +25, one Exploding modifier, and one Improve Fire Rate, powered by numerous Close Range bits... resulting in a rapid-fire fusillade of homing explosives whenever something comes near... is apparently enough to overload the game and cause a CTD. XD Magnificent fun, but there might be some optimization to be done to account for weird builds.
Given the version differences, I'm guessing the answer is no (and I'm good with that - the gameplay loop itself is fun enough that starting over isn't a chore). But, I'll go ahead and ask anyway: is there any way to import our save from the demo to the retail Steam version?
EDIT: no need to answer - decided to just go ahead and start fresh. Looking forward to the updated build. This game is spooky in that 80s ASCII/AD&D dungeon crawler way, and I love it. <3
The save from Season One is loading one of the parameters incorrectly. Spoilers for Season One ahoy - don't scroll unless you've played it, folks.
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Everything else reflects what I chose during Season One, but it incorrectly states that Sebastian didn't have sex with Roxy. Not only did he have sex with her, he finished inside.
In other words, as long as we avoid baiting adventurers into traps they're keyed to avoid, we're probably good to go. Okay, I can work with that. Thank you for breaking down which types work with which stats. <3 I will note, though, that you have Barbarian listed twice - is that supposed to be Fighters who have higher Strength, or Constitution?
I'll freely admit, part of my issue is that I play tabletop myself - and often build against type, just to see what I can do with the systems. ^.^' Sorcerers keyed for melee and augmentation spells, gunslinger Bards, archery-focused Fighters, and so on.
Maybe I'm missing something, but I can't tell what adventurers have what stats - I've been able to figure out a little bit simply from trial and error, but building dungeons to exploit specific saves is proving frustrating without knowing what adventurers specialize in. For example, Mages seem to fail Dex saves more often, and Rangers... probably excel at Dex saves? Maybe? Being able to see their stats would be lovely.
The New version has three mirrors... but the Free version is only available on Google Drive - which is apparently overloaded.
Between that, and the fact that the "free" label on one out of four download links is the ONLY indicator here on the page that the other three are Patreon-locked...
It's not fun having to spend time downloading seven gigabytes, only to find out I'm screwed and have to re-download it because I didn't notice that one-word difference on the labels.
Some clarification might be in order - especially since it says "Current Version: 0.23.21a" right at the top of the page. The whole thing ends up feeling like a bit of a bait-and-switch to goad people toward the Patreon.
This is fucking amazing. I haven't laughed this hard in a while, but beyond that - the actual gameplay loop is so engaging, I completed four runs to post-100 rounds in a single sitting. Wishlisted on Steam, and looking forward to more. <3
EDIT: Best run so far. The web version runs well, but the optimization really shines in the Steam demo.

Adding my two cents: while Dark mode seems to work fine for the rest of the site, the front page (the one that got turned into a pixellated mess for April Fools) does not respect that setting anymore.
EDIT: four hours after posting this, the front page is showing Dark mode correctly. Apparently they're paying attention!
Nearing the endgame of the demo, and I'm having an absolute blast. The gameplay loop is engaging enough that despite beating most of the challenges, I'm simply farming with my army of customized weebles. <3 There's SO many little quality of life additions - the wiggly skill tree nodes when an upgrade is available, the checkboxes for automating certain things, the crafting calculations, the list goes on.
Admittedly, there's a few minor bugs to be ironed out - for instance, the Chord Needles sometimes don't show up correctly in-game, turning into little black squares instead. It's inconsistent; I imagine it's more about memory load than anything, and further optimization will probably sort it.
All in all, this is one I'm keeping an eye on. Already Wishlisted on Steam, and looking forward to more!
Seconding the recommendations for Eternum (widely considered the gold standard for AVNs, and their previous game Once In A Lifetime was also amazing) and Superhuman (might be one of the weirdest things I've ever played, and SO worth it if you go into it with an open mind). Furrhouse was... good, and I like the choice of MC, but a couple of the characters in it are absolutely insufferable - YMMV.
Going to check out those others - thank you for the recommendations!
Autoclickers work fine, but you have to move the mouse at least a little bit between each click - I got it working by just drifting slow and lazy over each flower while it was engaged. Probably a quirk of the game engine. (After a certain point, autoclickers are pointless, though - you'll know it when you get there.)
If you'd bothered to pay attention to the tutorial messages, you'd understand that what you're asking for is already exactly how it works. Upgrading spells, acquiring assistants, performing rituals, and purchasing passives all contribute to how swiftly you can clear a field. By endgame, you can absolutely destroy even the final field in a matter of seconds.
Pulling yourself out of a hole like that is a monumental task, and simultaneously feels like the easiest thing in the world in hindsight ("... why the hell did it take me so long to do that? What was I afraid of?") I'm half-convinced that kind of hindsight is just another form of self-beratement. ^.^' Congratulations for moving forward, honey - you deserve it. <3 And thank you for keeping us posted.
I think you folks should have a talk with the devs of A Game About Feeding A Black Hole.