comments for Calculator Evolution
sort: go backlove the game and its idea, will recommend to my friends 5/5
however, people seem to be confused at the start; a tutorial would be nice
however, people seem to be confused at the start; a tutorial would be nice
RIP, I thought the upgrade costs were 1k and waited this long :,) ...
(Using Chrome)
It looks like there is some memory leak in this one. When the tab is active, the RAM usage increases by 5-6mb each second.
It looks like there is some memory leak in this one. When the tab is active, the RAM usage increases by 5-6mb each second.
great game, having lots of fun with 12 labs so far but a couple things: could we get a max all for research levels so i'm not having to spam click so much? could we get qubit upgrade preset slots to save our upgrades when switching between farming qubits and lab pushes? thanks! again, really fun game
This game could really do with some presets for the cubits. And not having to click 10 times to respec.
Automation and QoL being locked behind the same resource (Qubits) as actual progression is really dissatisfying. Prior to the qubits portion, I enjoyed the game quite a lot.
number go up = monke brain happy
i just reach base 24(N) and ik that word will appear😭
Game needs to be played in exactly one way to progress.
For the first hour, I thought, "huh, this is kinda neat, but I might quit." Then the game clicked for me and I was completely hooked through to the end. Incredible stuff; scratched the deepest nooks of my broken brain.
It it on purpose that overdrive is locked on?? I can't unequip it and it stops all production after an amount of time because of durability
i loved this game years ago. the spreadsheet made quantum labs doable. but after that when you unlock the phase where you have a grid and place components in it, i was pretty lost. and there was no guide or discussion of it online anywhere. I was hoping maybe now there would be but there wasn't :(
Great game. It will be better if presets for quantum upgrades and a basic explanation about grid and machines are added.
good game, but too little explanation. took me 5 minutes to understand the mechanics of layer 3 when it could be 10 seconds
Quick guide if you havent reached first reset yet, do Increment till its stops incresasing. Then use Memory. Do that till all numbers are that, then use base increaser. If it becomes slow then use miner to get money to upgrade speed.
I don't seem to be getting any offline progress at all
Why does Hard Reset require you to click it 100 times? That's terrible.
Offline progress seems broken? My qubit timer/count didn't change overnight. It was 2h when I went to sleep and is still 2h this morning (and the number of qubits didn't go up).
@Amidon, whatever boost you want to get, needs to be connected to the output field.
'Money > Output' will give you a money boost. You can connect up to 4 sources to the output, depending on space available on the grid. You can stack up to 10 elements of the same kid on one field (that's the big number on a field, it varies from 0 to 9)
Incrementer further increase the boost amount. 'Incrementer(0) > Money(0) > Output' will give you more money boost than 'Money(0) > Output'
Merger become essential further into the game. They serve two purposes. Firstly, they free up connections to the output (you will later have much more boost options than the maximum of 4, an output can take). Secondly, booster connected to a merger BOTH get the single incementer bonus.
Imagine 'Incrementer(4) > Money(0)' and 'Incrementer(4) > Digit(0)' both connected to the output would give a fictional value of 1 each. Now reassign 'Incrementer(9) > Merger(0) > Output' and connect Money(0) and Digit(0) to the merger. Now both will have the fictional value of 2 (double as much).
Incrementer can boost themselves. 'Incrementer(0) > Incrementer(9) > Money(0) > Output' will first increment the incrementer, who will then increment money. In other word: a higher boost.
Creating such chains is key to game progress. You start with a 2x3 grid, so your options are sparse at first. Later on you unlock more gridspace and tiles, allowing new combinations.
'Money > Output' will give you a money boost. You can connect up to 4 sources to the output, depending on space available on the grid. You can stack up to 10 elements of the same kid on one field (that's the big number on a field, it varies from 0 to 9)
Incrementer further increase the boost amount. 'Incrementer(0) > Money(0) > Output' will give you more money boost than 'Money(0) > Output'
Merger become essential further into the game. They serve two purposes. Firstly, they free up connections to the output (you will later have much more boost options than the maximum of 4, an output can take). Secondly, booster connected to a merger BOTH get the single incementer bonus.
Imagine 'Incrementer(4) > Money(0)' and 'Incrementer(4) > Digit(0)' both connected to the output would give a fictional value of 1 each. Now reassign 'Incrementer(9) > Merger(0) > Output' and connect Money(0) and Digit(0) to the merger. Now both will have the fictional value of 2 (double as much).
Incrementer can boost themselves. 'Incrementer(0) > Incrementer(9) > Money(0) > Output' will first increment the incrementer, who will then increment money. In other word: a higher boost.
Creating such chains is key to game progress. You start with a 2x3 grid, so your options are sparse at first. Later on you unlock more gridspace and tiles, allowing new combinations.



















https://docs.google.com/spreadsheets/d/1HY9sB4Hzp4ul3yhMyc8f5gTqg6ic06D6asuQQvMgwYQ/edit#gid=1865688714