comments for Time Transcending Clocks
sort: go backdeveloper response: This is a game of micro-management, after all. It's not for everyone: I get that.
-Large amount of content
-Interesting progression mechanics
-Decent sense of humor
-Crystals merge offline and online play well
The bad:
-Long wait times, even with 100x gamespeed, to buy certain upgrades (prior to Coal Machines)
-Resources don't show where they're coming from or going, and at what rates
-Researches don't show up until you have enough science to even see them, and "You'll need a lot of scientists" isn't a very helpful hint.
-Some things can't be multi-bought even with omni-managers, meaning long stretches of holding down enter/autoclicker.
The ugly:
-Power flickering between stable/unstable/not fully powered adjusts text sizes on the menu, making it difficult to adjust power priority.
-The UI. Flashing, pulsing, glowing text - it's all an eyesore.
-An "itemToAdd is undefined" bug permanently corrupted my save.
Overall, I'd continue playing if I could, but there's definitely work to be done here. (To the dev - what's the best way to submit a bug report?)
developer response: Thanks for the summary! Currently, I believe you contacted me on Discord and I promptly fixed the issue, so that is the best way to report a bug.
Edit: I've now released 0.2.3, which allows you to speed up crystal usage in exchange for a speed bonus!
Future ideas:
- Change the color of resource texts when you hover over something that produces them (say, when you hover over a digger, the clay resource changes color), and also say how much of an item it is producing.
- As for the UI, it might be the overwhelming quantity of buttons (and of course, the text size adjustment involving electricity). Future readers: Note that you can enable Sleek Mode within the settings for the buttons to darken! Sadly, this one is more complicated and it may take longer to fix. But thanks for all of the helpful information: I'll get to it!
i mean there's a skeleton of a good game somewhere here but... the UI really, really needs work
developer response: Thanks for the feedback on the game! Unfortunately, I understand this game isn't for everyone simply because of the complexity. However, I do understand the fact that it's extremely difficult to understand and pick up the game. This game is more of a test of micro-management, but how would you advise a fix? Should early mechanics be moved further back?
(Also, I'm curious why you're having a hard time with costs, because it does give you statistics at the bottom of main buttons. Is it because of the mini-buttons or just the confusion?)
developer response: I've reduced a lot of motion involved: I've changed the moving stripes to a much calmer gradient and reduced the flashing text. The rapidly changing text is another issue that I'll have to tackle later.
developer response: I've changed the word to "changelog" now. Thanks for telling me: oopsie on my game design knowledge!
(Yes, the game can be very overwhelming, sorry about that.)
--please show time left on crystal boosts
--please show rate of resource gain/consumption next to resources, maybe with a list of what's contributing
--give some sort of hint of how to unlock the next thing. e.g. researches show "???? [requires x science/creativity to reveal]", magic show [honestly no clue what magic does other than make purple goo, it's too annoying to figure out with no end in sight]
--some sort of control on percent turbine usage, various worker usages, or alternatively refund/partial refund on removing something...the "remove and gone forever" is cruel
overall love the game, some people are annoyed by noise but I actually enjoy having to tune it out and think about my goals
a bit overwhelming to start but eventually you get used to it
some qol improvements would make it even better like others have said
I can't be the only one who thinks limiting certain things to Small Numbers makes absolutely no sense in a Big Numbers Game, right?
(I had something else typed up with a nicer tone, but I forgot to hit send before refreshing because the science researches were once again bugged)
The adventure minigame is something I can only bring myself to do once, and not even to completion. Sure, it gives a buff to money, but it's just such a pain in the neck... though maybe MAYBE something from the prestige stuff makes it bearable.
Otherwise, loving the game so far. It feels like the correct amount of chaos for a game of it's scale.



















the end result is that i am borderline overwhelmed despite the gameloop literally just being "click the thing to sell them for money so you can buy things to make another thing" which is... impressive?
developer response: Sorry about that: I understand it is popular opinion that the game is too complicated, but it's...kinda intended?
Unfortunately, it does tend to drive people away given the complexity, and I'm sorry about that. The game is intended to have a whole bunch of micro-management (that's why it has that tag), and I get why many will be "borderline overwhelmed." I've updated the game's description, but be aware that this game is INTENDED to be at least somewhat complex and that this game will not receive too many major updates.