CarterVM's Comments

Game comments and reviews

Reach the core

Jan. 10, 2016

2

The multi-lateral upgrade system formed from the technologies and the improvable parts helps to make decisions of what to focus on more interesting and to make more individual actions feel rewarding. By far the biggest stumbling block here is the upgrades. By mid-game it takes far too long to buy any upgrades of note and the upgrades do far too little. The way the costs increase exponentially and the bonuses remain on a linear curve lends to late-game grindfests reminiscent of Korean mmo's from 2004, and on top of that the costs start out high. you could safely cut every price in the game in half and it would still feel like a slog. Higher-tier upgrades need to do more to feel worth it. Either they need to give greater bonuses or cap with special abilities or something to make the collection feel worthwhile. In aggregate, it shows potential, but it's just too slow to make the player's efforts feel validated.

Fear Less!

Apr. 11, 2015

6

A very well put together auto-runner. the mechanics are simple, but thoughtful, producing clear ideal-case paths with significant alternate cases. Mistakes feel appropriately punishing without being too harsh. The upgrades are significant enough to be tangible while still being small enough to not redefine the game with every purchase. The controls are kept tight and dangers kept clear. The pixel art visual aesthetic melds well with the other design aesthetics. By far the best example of an upgrade-based auto-run game I've played. It's nice to be reminded that even over-wrung genres can still be explored and refined further. Color me impressed.