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.
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.
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
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 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 gave it an hour, this just isnt fun. The progression feel slow and resistant; the core play is far to active and mindless.
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
2/5
Looks very AI generated and it has the same Achilles' heel like almost every AI game.
- unbalanced exponential growth
- non ensuring long-term engagement
- meaningless or repetitive flood of upgrades
- bloated progression systems
- no proper pacing
- unsatisfying sense of reward or payoff
I'm only at Bugdom (7/24) and already feels like a waste of time because actual sense of progression, even with active play is non existent.
Without a proper dev, these issues will never be solved so this can be looked as the final version. It had some potential that's why it's 2/5
developer response: The progression is 100% balanced by hand. The feeling I was going for was the nostalgic vibe — like cracking open Pokémon, Yu-Gi-Oh!, or Magic booster packs. So rare cards are meant to be harder to find and be more rewarding. But as you unlock new realms, the prior ones will become easier.
Currently all content up to realm 11 is fairly balanced with consistent progressions scaling (though I have heard complaints about automation features being locked away too late in the game). Realm 11 / Battles still need balancing which will come in the next couple weeks.
Adding to my previous comment - this is also a VERY good game in terms of UI and clarity, I love the way that you can sort the cards by effect, it helps a LOT with upgrading certain portions of the game in which you want to upgrade :)
Very Slow progression, Sea Realm Has Very Limited Impact On Rocks, And Deselect Multiplier Is crazy.
Lol what’s this guy’s problem below me? Did the dev hurt him?
For what it’s worth, I’m a fan of the slower progression and sense of achievement when finding a new card!
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.
All right, i might reevaluate my previous "2/5" rating to something better now that i see there is an actual person behind it for possible balance/extra content in the future.
I was delved a little bit deeper and maybe i was very lucky (got the Ancient Relic /rock/ before any of the "fine" rarities) and was able to make progress, and right now i'm at the brink of unlocking T8. It's really similar to "One trillion free draws", literally the same concept.
The game still needs something to reward active play more though. I've spent hours of opening rock/sea/bug cards without any meaningful progress at all before slowly unlocking more upgrades by mostly just waiting offline.
- Desperately needs an achievement system what rewards active play more. Like multiple tiers of "total cards opened" with some type of reward like +5-10 extra resources to that tier's currency per level of achievement for every number of cards you open from that tier. And some general ones like "all rock cards unlocked" adding some other bonus etc... (that opening mechanic was naturally implemented in the game mentioned above, that's why it felt more rewarding and better to actually play it).
So my new rating is 3/5 just by the fact alone it has an actual developer behind it, and if more QoL/balance mechanics included at earlier stages (like achievements), it could become 4/5.
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.
AI gen assets. The systems are decently interesting, if very slow to unfold. Automation doesn't really exist (at least up to realm 6)
This is amazing. Progression feels a bit slow as others have mentioned but I like it. Maybe I will change my mind when I’m further than Ancient Relics.
Also the discord link doesn't work for me
developer response: I think that’s a galaxy issue. It works on mobile version of galaxy but not desktop. Anyway, here’s the link: https://discord.gg/3r9HvqhCuJ
now this is my type of idle game! 5/5 stars from me. :)
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