I'm also missing the ending for first two CGs and judging from the other comments it seems to be the hardest one to find. I was thinking it would have something to do with the fish, since the fish isn't used in the other endings and is referenced in Red's bio, but I think I tried all possible combinations for it and no luck.
I came for the cute round blobs but there weren't any, so I just enjoyed the high quality puzzling instead. The idea of managing on/off states in concert with platforming on and around them is a good one.
This is a neat puzzle game with good difficulty. It would be cool if you could drag the single block tiles in both directions at the same time instead of having to initiate multiple drags, though.
The dart targeting isn't great. If I have 16 points left to check out, it will throw at the 8 x2 spot rather than just throwing at the much larger 16 spot. It might be a bit much to ask that it accept that I have two more darts to throw and play it safe sometimes (e.g. go for 22 by 11, 11 rather than the 11 x2), but at the very least it should go for the easiest location that can give the remaining score. It's a fun game, though, and I've definitely been enjoying it.
Cut Topaz (G) doesn't seem to do anything when added to gear, even though it's supposed to increase Max HP by 20. I'm also having issues farming for gem hides, since as far as I can tell only Ruby Tigers drop them. It seems like at the very least Leoice should also be able to drop them, and possibly the Gem Dragon.
I'm not a huge fan of tutorials, but a game that needs a tutorial and doesn't have one is worse. A better approach is introducing the mechanics and menus one at a time in order of importance. As it is, I don't really know how to play. I started a quest and there's a 4 minute wait timer, so I figured I'd go play the game while that went. Then the first dungeon mob one shotted me and I'm waiting on that too. I looked through the menus, couldn't really find anything else to do, and started using the warpstones to go through quests. And then... what? I don't have enough gold to buy anything, there's doesn't seem to be a way to make anything, and there doesn't seem to be anything to fight anyway. Am I really supposed to just start playing, play for around 45 seconds, and then wait an hour for the town watch to finish? And then what? I really hope I'm missing something, because as far as RPGs go this is painful, and even as far as idle games are concerned it's still painful.
The machine learning is really neat and I like seeing the bikes improve over time. I was able to make it through level 9 (skills: 5/0, 3/5, 1/5; sensors: 25/50/75). There are a couple things dragging it down, though. One is that it's not especially good as an idler; the skills aren't balanced (or, in some cases, even desirable) and there's not a strong sense of progression from gaining the currency. Another is that the machine learning itself can get stuck in local maxima which it can't get out of, and there's no easy way to reset their brains without prestiging (dramatically changing skills/sensors works, but it's not easy). Lastly, there's just not much to do in terms of making choices. It's a great toy and fun in that respect, but a bit underwhelming as a game.
The first time I played this, I went for getting all the legacy upgrades. Now that I came back to it, I decided to go for zero deaths. Not quite as tough as expected, but still challenging. Zero deaths is a lot more puzzly, and I really appreciate that both ways of playing are viable and fun in their own right.
Expand, expand, expand. Study, study, study. Hire, idle. Train, train, train. Get skills, bonus job. Next person. It's a cute game with a neat concept, but I really don't have any choices to make.
It took me a death before I noticed there was an Upgrades menu in the shop, but after that the experience was lovely. Simple little strategy games like this really make my day.
I should have made the existence of Upgrades more clear I guess. I don't mention them in the tutorial, sorry about that=/ I'm glad that you still liked it, though! Thanks!
The mastery/perk/ability system is an interesting idea and provides some strategy on top of what is otherwise just a single-currency Clicker Heroes style idler. Unfortunately, the builds don't make enough of a difference to really matter, the abilities aren't strong enough to make active play interesting, and at any given point there's really only one upgrade worth buying. The core here is good, but it desperately needs more strategy and a significant re-evaluation of the numbers.
The game was very much enjoyable. The way the monsters change after every fight gave exploring a little bit of strategy, up until the point where I was trying to fight the hardest monsters to get the most gold. I like the card flip aesthetic, as it made the game elements feel more tangible. The upgrades didn't feel particularly balanced, though, and a lot of the game felt like being along for the ride rather than having my input as a player really matter. Still satisfying, but maybe not as satisfying as it could be with more depth.
It's definitely an AdCap, but it's very polished and enjoyable enough in that right, at least for a little while. I like the cuteness, and all of the little things you can poke are a nice touch.
It's an enjoyable little game for what it is. I'd love to have more, but that doesn't take away from the experience. Mixing chain reaction games and incrementals is a really neat idea.
I always love to see a new Nebezen game! This one's not at puzzly as some of the others, but the exploration and story are excellent. Thank you for this and all your other games!
Thanks :) Yeah, this one is more about the story and exploring a lot of different locations. This is the first game where you get to go to all 5 main regions of Nebezem.
Feel free to pm me if you need the formula, it's quite easy to find actually.