comments for Cosmic Collection
sort: go backProgression is really slow, I didn't found this one appealing. Junk for day, even after unlocking a new zone, no rush. 0 strategy, just click black hole, flip cards, upgrade.
developer response: Thanks for the feedback!
I just pushed an update to help with early progression.
There are only a couple early game strategies:
1. Realm Filters - note that the "per poke" reward does not get affected by realm filter selections, so early on choosing only rocks (and later any combination of realms with short cooldown) will speed up resource production for active play.
2. Focus resource spending on the skills / card effects that are most helpful to you.
3. Don't underestimate offline resource production.
3.1 Before going offline, do a poke with a longer cooldown that's more likely to get you new cards.
4. Don't sleep on "odds reduction" effects. They may seem small and insignificant at first, but they scale linearly with card level and exponentially with card tier. They also stack multiplicatively with other cards with the same effect.
Later as you unlock devices and eventually battles, more strategies come into play.
Honestly the game gets way too repetitive for me to be able to make it to battles. This game is an absolute slog, which isn't itself a bad thing, but when every level is pretty much the exact same as the last one, with the only true difference being the pictures on the card, it just becomes a boring and taxing grind. And having 11 levels of this absolute slog before even getting to any truly new content is what makes it the worst. It would make for a much better game if battles were unlocked right away, with each card set unlocking a new set of battles. In order for this game to be worth me continuing to play, it will need to be massively overhauled.
I kinda like it, although it is very slow and active. Earlier on (first 3-4 card packs), rarer cards should be more common, because I feel like progression has to be boosted with rarer cards every once in a while, and they are just tough to get. I also think that more automation should be given earlier, maybe auto card flip (toggleable, with something like x1.25 black hole cooldown when active, idk if this exists already since I'm at bugdom so far)
I think people are misunderstanding that AI UI does NOT equate to AI game logic. The UI is most likely AI (has all the hallmarks of Websim), but there's no way of knowing if the gameplay is, too. Besides, he could have designed it and asked Websim to implement it. Full AI and AI assisted are not the same thing.
developer response: This is true. Although I do not know what Websim is. But to avoid using GenAI in today’s environment I would have to resort to the trusty old notepad++ for all development. My visual studio plugins heavily assisted in development which warrants GenAI tag in my opinion.
I gave it an hour, this just isnt fun. The progression feel slow and resistant; the core play is far to active and mindless.
Would be nice if hiding crappy rarities didn't negatively impact our interceptor earnings. A way to manually pause the interceptor after we start running it would be appreciated as well.
Can you change the black hole cooldown being affected by the max offline time? I went on vacation and did a big click that gave me a 5 day cooldown, and now after my break there are still 90 hours left. I understand offline time limiting the passive resource income, but that shouldn't limit black hole cooldown in my opinion.
Is there a way to automatically flip all the cards without having to move mouse over them?
developer response: There is an auto-flipper tool unlockable by a skill in the game that (spoiler alert) later also becomes and auto-poker
bro turned lustre into an ai slop card 😭
and the card description too, blud took that comment way too personally 💀
it seems pretty good except for the card chances they're much higher than I expected and much harder to get, along with the slow progression of upgrades at later levels some balancing is definitely needed otherwise it's a pretty fun game with a lot of active engagement
I think you misplaced a couple of orders of magnitude on those rarity chances. Compared to the base values the divider card effects do nothing.
developer response: They scale linearly with card level and exponentially with card tier. They also stack multiplicatively with other cards with the same effect. Keep at it and this design choice will begin to make more sense.
I find it weird that you need this resource "Runes" to progress past celestial bodies, when the default cards from that pack (lowest tier) do not have them. I assume that they are given from "Fine" cards in rocks, but pushing for a 0.002% odds doesn't seem too much intuitive. Maybe cards could have hints of how you should progress?
developer response: Thanks, I think that’s good input. Overall I need to fit more tutorial-like content and tips as new mechanics are unlocked. Currently the only mechanic with a thorough explanation is battles because that’s just its own beast.
As for getting the rune resource, and to show users in a more intuitive way than tutorials that runes can be obtained in Rocks realm, maybe I’ll add a special effect that gives runes to a lower rarity Rocks card.
This is a bit boring early game yet fantastic game! I am personally enjoying this game and normally i cannot last for more than 10 minutes. But i did more than that in this game so keep this good work!
What's with the half of the Ancient Relics requiring a non-existing currency to level up? I've unlocked the next tier after them, and have yet to see a single star-thing needed to level up Vial, Seal and a few others.
You need to add a confirmation if you're trying to do a draw that will have a cooldown that's extremely long, I accidentally locked myself out of the game for 12 hours and it could easily happen for even longer.
developer response: There is an unstuck mechanic for when this accidentally happens. Otherwise, try to pay attention to the visual queue of the red circle around the black hole.
Game is fun, a few suggestions:
- Consider having the auto flipper/reducer be toggled instead of all-in.
- A skill to lock a card from a merchant for 500% of base value (further upgrades to reduce/increase amount locked), I've had a few cards slip away due to not being able to generate the currency before the merchant left.
- Rather than a time increase for deselecting earlier packs, maybe a min/max card penalty instead?
Very Slow progression, Sea Realm Has Very Limited Impact On Rocks, And Deselect Multiplier Is crazy.
The powers to automatically flip cards should be stock based and not time based. it very slowly builds up seconds, but it already takes minutes between i can flip cards again. Have it build up whenever you manually flip cards, then every 10 or so manual flips you get 1 auto flip. if you activate it, it stays active until the timer runs out, then autoflips. Right now there is no reason for me to use it because it either runs out first, or i have to activily manage this bonus to reduce time loss at which point i might as wel manually flip the cards
I'm enjoying it, but I think I'm stuck. Maybe I need to unlock more cards first? But I'm at Celestial Bodies and at the moment I don't have the upgrade for the next realm/card set in the list, so I'm not sure how to continue except just... poke the hole over and over. I saw in the comments the tip to do rocks only for active play, which wouldn't have occurred to me because I didn't know that the "per poke" is regardless of whether the card set is selected or not. I feel like some in-game information is missing, a more in-depth explanation of what things mean, so maybe something like a help section would be, well, helpful. Perhaps all of this is available in the Discord, but I don't think a player should be joining a Discord just to understand the basics of the game, if that makes sense.
Overall, this scratches an itch, so I'll keep poking the hole and hope something gets unlocked at some point, otherwise I'll just... give up for now and come back when there's been an update lol.
developer response: The easiest way to get past the point you are stuck at is:
1. Level up cards that reduce Rocks Odds (use the Odds filter on collection screen)
2. Poke Rocks only, a couple of the Fine ones and the Rare one give this currency.
But I agree, this is not clear in the game and will find a way to fix it.
please please PLEASE don't get discouraged by these guys PLEASE
developer response: Thank you for the encouraging words. Don’t worry I will not let the review bombs discourage me. Current plan for v1.0 is:
-add achievements
-add realm 12 (with more engaging/strategic battle mechanics than realm 11)
-add a couple more card special effect /skill types throughout the game
-polish/balancing/bug fixes