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Game comments and reviews
Jun. 01, 2020
You know, a layman's explanation of ordinals and ordinal notation for the rest of us would actually be pretty sweet.
Developer Reply
I'm probably going to be explaining what ordinals are through milestones and lores.
Dec. 07, 2017
Major bug: If loot from the Forest goes to or off the top of the game window before being auto-collected, it produces 0 of that resource. This is most noticeable with the Devil Flyer (since this will happen if the Forest panel is in its default position.)
Dec. 06, 2017
Bogged down quite suddenly: The next upgrade is "Global x100", but it requires 8K "Like" iconsโwhich I've never seen nor acquired. Only Albert and Brenda ever log in, so if this comes from another NPC it's not clear and not working. Otherwise this seems to be a broken progression point. Still interested in this game, thoughโseems to have potential, esp. with promised improvements.
May. 09, 2017
A fine idea, and I'd love to play this, but apparently impossible to have two production chains feeding into the same train station? No indication of this, so either this is a critical bug or poor design. Unplayable for me, though.
you can definitely do this in game...check if your train has enough storage and check if both destinations are displayed in the train info!
Feb. 01, 2016
I guess someone thought a circle-strafing simulator was a good idea? Seriouslyโthere's very little game here. After 10 levels and 2 bosses the gameplay pattern never, ever changed.
Jan. 21, 2016
A "Start Muted" option should basically be standard practice these days.
Aug. 20, 2015
"Use an ability with an eight-hour cooldown five times" is not a 'daily' quest. :P
Hi Saragon, That's why you can have up to 3 quests active. But the warp cards also reduce cooldowns on abilities now, and depending on how fast you can reset, you can possibly do it with 5 resets in a day or two. Also why it's worth 30 Rubies. =)
Jun. 01, 2015
The "Awesome!" moments are ... weird. The slowdown is supposed to be cinematicโI get thatโbut it messes with my sense of the game's physics. The popup would be fine, but the slowdown is actively distracting, to the point where I try to AVOID those "Awesome" moments.
Oct. 24, 2014
REALLY not sure you know the definition of 'hard'. The first playthrough was far more difficult than the hard mode playthrough. Most enemies didn't even make it onto the screen in hard mode!
Apr. 08, 2014
Yeah, the enormous cost of changing upgrades, and being REQUIRED to change upgrades from level to level, just completely killed this game for me. One star for arbitrarily forcing me to replay levels I've mastered over and over.
Apr. 07, 2014
It's a nice idea with some good features. The biggest thing keeping me from REALLY enjoying this game is the requirement that you earn ALL the stars from the current zone to move forward. Adjusting upgrades costs money, and different sets of upgrades are REQUIRED for three stars on most maps, creating a very frustrating tax that locks you trying a single level over and over.
Mar. 24, 2014
This game would be much more interesting if time progressed in turns rather than in real time. It'd feel like an actual puzzle, instead of a sim where the developer holds your hand through the whole game.
Jan. 30, 2014
This really is a LOT of fun. It's very casual, but still rewarding to play beyond the Kong badges, which is honestly pretty rare.
Aug. 07, 2013
It would be nice to have SOME way to see your accumulated crafting resources in the town and build screens.
Jan. 13, 2013
Too good and too engrossing to play at work. That's a good sign!
Nov. 08, 2012
How the heck do you socket items, anyway?
Mar. 28, 2012
Is there a way to automatically put every nerdook game in my Favorites list? Cause there needs to be.
Mar. 17, 2011
Honestly I'd just love to see a list of available achievements somewhere.
Jan. 31, 2011
Great game; no complaints at all.
Oct. 01, 2010
Good Lord, that's some smooth motion. Just feels good to play.
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