comments for [DEMO] Idle Trillionaire
sort: go backI really think attacking the monetization without any commentary on it other than, "It's not free and that's bad," is incredibly poor reviewing and not worth the comment. It's kind of sad to see so many people here who have posted comments like that. The monetization model is certainly an odd one, not one that I would choose to engage with, but I'm not here to comment on that. I want to only talk about the substance of the game itself.
I played this when it was first posted on Reddit before there was a paywall to play it, and I'm only going to be referring to that, which is basically a beta of the full version. From what I played, in my opinion, this game isn't worth most player's time. It seemed a little novel at first, looking through the large number of cards to see what I might buy when, but very quickly that novelty wore off and what I found was a game with nothing to engage me, no significant choices I could make, and only a compelling feeling of needing to finish what I started keeping me from abandoning it. I did finish it, at the time there wasn't even a game over screen but from what I understand that has changed for the full release. But it doesn't matter. If there had been a big animation celebrating my victory and telling me how proud the game was of what I'd achieved it wouldn't have changed my feelings about the game, that it had been a waste of my time to play it.
I know that there are different types of incremental games and some people like the less engaging and more idle games out there. But this game is effectively a checklist with time locks on it. There was that moment right when I started playing it that made me think maybe it could be fun, so perhaps taken in a different direction there could be something there in that core concept. But if there is, this game fails to find anything fun to do with it. While playing it originally, I also looked in the game's menus and found a link to another game by the same dev which was very similar in concept, very similar in gameplay, really just had a few style and balancing differences that was even less fun to play. So maybe the dev is getting better, getting closer to making something that's fun. And that's part of the process of being a game's designer. You have to fail to learn. I can only hope that the dev takes the constructive criticism that their game really isn't fun and finds a way to make their next one better. Unfortunately, this one with its initial release being unfun and its controversy around the monetization and now having one of the lowest user ratings on this website, I don't think there's really a way even with improving what they have so far that this game will ever be able to escape its negative reputation.
developer response: I read all these, and appreciate when someone takes their valuable time to offer a comment of value such as this one. I feel compelled to share this with you. My goal for this game was simply to release a game on iOS and Android and steam in order to learn for my next one. I needed to start somewhere and this game is giving me those experiences and many more related to pr and marketing that I did not expect. As such, for my personal goals I already consider this a success. Steam release work begins next week and I'm certain to gain much going through that as well. The controversy around monetization has thickened my skin and I hope I'm more able to take hateful negativity with a grain of salt rather than as a personal failure or fault in my character. Not only have I leaned about myself, I'm learning about game design, players are a relationship the developer has that needs to be managed, and the technical side of releasing on the various platforms. In truth the last month have been a wild ride for me and I'm not sure I would change a thing given the things I have learned. I once commented in that very first Reddit post where I first shared this, "this is not masterful game design" and it's not. But it is a start. And for that I can honestly say I am proud of what I have created and I'm looking forward to the future.
Well, this could be a record for the worst rated game ever. Don't let this game lose its charm by having a better rating than $idle!
wowza according to galaxy.click, you now have the new worst rated game/demo, congrats
developer response: Go me. Yay
It encourages you to be evil and most of the cards are completely irrelevant.
it was a fun experience
and then they locked down the web version
developer response: It was free once, before adding 100+ cards, load and save game feature, secret cards that unlock from other cards, prestige system, cards view modes etc.
update: even the world domination card is paywalled! FIX THIS.
I finally beat the demo, took 333 (in-game) days, mostly abusing slot machine mechanic
I'm reviewing this as someone who hasn't played far into the Demo but had played the original version to completion before it had a cost attached.
I'm alright with it being charged for. Its not an exceptionally great game but its alright, possibly worth the $3. As long as the updates affect the demo I don't have a problem with it being on the site. If suddenly all content was focused towards the paid versions only then I wouldn't want to see it bumped.
That said two things keep me from buying it and playing it again even though I've got a mild craving. First is the lack of a web version. I don't want to have to download an app or play through steam to play the game. If there was a way to play it as a web version I'd be more interested.
Secondly, and this is more a deal breaker when it comes to returning to the game. The offline rate is abysmal. 1 hour offline equals 2 hours of in game time. And since normally its 1 second per hour that means you get a rate of 1:1800. For every half hour offline you get 1 second of progress. Why even include it at that point? Maybe this was to make game overing due to offline negatives a lesser issue but I really would rather see some kind of rate like 1:4 or even 1:1. Don't punish the player for not keeping the window open. There's not really a reason to in a single player game.
Hmm, pay to play, so... thanks no
It's.. alright. Not sure if I'd actually buy this, but I guess you could if you want.
this was so much fun when it wasn't just a demo but the full version
seriously? i'm at prestige level 2, and every card that was previously available in the demo is now paywalled!
Had a gamesave before the "demo" update, by misclicking i lost it and found out that there was a change to the web-version. I first thought the easter egg at "play indie games" was a cute gimmick (web version free but downloadable version for 3 Euro) now that you have to pay no matter what i don't know what to think. If it would have been clear from the start i might be ok with it but not like this.
an update for the paid version, not for common galaxy users. what.
I've played this on my phone, it's fun, but I disagree with putting a non-upgradable "demo" version of a game here. I don't even mind the having to pay for a full version, it's the fact I have to leave Galaxy if I want to keep playing it. Given that it's just an iframe to a website there's nothing preventing this from making the full game unlockable.
enjoyable, even if its a demo.
I was having so much fun and suddendly... "unlock the full version" (I just realized it says demo below the title on incredibly small letters, shame.
The tragedy
I just found that if your happiness goes into the negatives you lose. but that doesn't work as intentended (if it actually can make you lose) if you have activated the time glitch. I got it via hard resseting.
developer response: Thanks for this! It's was a bug and it's fixed now.
I get that it's a demo, but by day 250 of the first year, I've purchased every single card just to see if new paths would unlock and am at a net-positive for every resource. I waited for the rest of the year to see if anything else happens, but it was just a small pop-up for the annual bonus. I tried to play toward a noble character at the beginning, expecting to be punished, but there's no mechanic that makes you interact with bad cards. So is it really easy to simply avoid the bad cards and "win" or did I miss a fundamental part of the gameplay cycle?