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comments for Rejected Draft

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heyboots April 3, 2026
+70comment score: 70
Really reminds me of Absorber and I like the mechanics I've seen so far. I would very very strongly consider excising any AI assets ASAP because it's truly unfortunate you're including any and having that AI disclosure on Steam is not going to do you any favors and is personally stopping me from recommending the game. Put aside a couple hours to make some programmer art, get art from your discord buds, ask a younger family member to make some crayon drawings, literally anything is better than using AI.

developer response: Currently I have volunteer artists helping submit their drawings to replace the AI art. Join our Discord channel if you want to get involved.

RynHanz April 2, 2026
+28comment score: 28
this game reminds me of Absorber, very similar but i like the different features
abaileyatd donator April 6, 2026
+25comment score: 25
Honestly I really enjoy this. I'm not a huge fan of AI assets but the graphics are so inconsequential here that I can almost forgive it. All the same, to echo others, even bad sketches by real humans would be better. But I am enjoying, and hoping it unfolds as deeply as it appears. Progress is a bit slow in some areas, but I do feel a constant progression nonetheless. Happy to sink my teeth into this and look forward to future updates, thanks!
Termt April 5, 2026
+24comment score: 24
I want to like this game, but the growth rate feels rather unbalanced.
Redraw stat buffs exist, but they don't feel overly impactful even when I've dumped in 10 million points over various stats.
Initially the growth from killing stuff feels fitting for the enemy's stats, but later on it's just... I'm not sure what the word for it is, so I'll go with [scuffed]. It feels very uneven.
The enemy rarity thing initially seems interesting, but then you find out that previously discovered ones also just disappear on the next reset. So you might've just had a great reset with plenty of bonuses and allowing you to go a couple of steps further, followed by a reset without anything extra and making you feel handicapped.
Rather than the extras feeling like a reward, the lack of them feels like a punishment to me. That's not even mentioning several of the prestige upgrades being locked behind you beating a certain number of these rare spawns, so if you're somehow comically unlucky you're going to be doing a lot of resets.
The passive resource gain so far also feels rather underwhelming. I see some upgrades later on that seem to promise finally getting more than 0.1/s, but they are well outside of my reach for the foreseeable future.

developer response: The game barely even resembles what it was at the time of this comment.

adoomgod April 5, 2026
+21comment score: 21
As the other commentors pointed out, the foundations for a great game are here, but the rate of progress from redraws is absolutely awful. Spending tons of clicks/quintessence and feeling like you barely notice a difference next run is just bad game design.
drainbb May 5, 2026
+11comment score: 11
I've deleted my previous comment about AI due to the efforts to replace those images in game, and I genuinely do appreciate that effort. It makes the game feel like it's something that you care about and not just a clone of Absorber.

What I didn't comment on previously was the game and it's progression. As many others have said, status effects are ridiculously meaningless until you are tens of hours deeper into the upgrade tree that you start to even see them proc. Even then, they are basically nothing more than cosmetic. Who cares about a 25% chance to apply 1 stack of Hinder, which gives the enemy a 0.1% chance to not attack? Or the 0.2% chance to apply poison that deals 0.1% health damage per second to the enemy? Or how about the 7% to gain 1 stack of Thorns that deals ONE DAMAGE to the enemy when they attack, when the earliest enemy that gives Thorns has 7.5e8 health. Yes, 750000000 health.

My lifetime total Quintessence is sitting at 2.75e91; plenty of time has been put into this, yet still the only stats from enemies that meaningfully change anything with any consistency are health, damage, and armor.

My advice is that there is too much here (too many meaningless stats, and therefore also too many meaningless nodes on the single prestige layer) that take away from a more solid core. The brevity of Absorber is nice; it doesn't overstay its welcome and, more importantly, you feel stronger when you defeat an enemy.

developer response: Thanks for the detailed feedback and for putting so many hours into the game! You’re actually right at the transition point where those 'meaningless' stats become the only way to progress, but I hear you and agree thay they shouldn't feel cosmetic for that long.
I’m actively working on rebalancing the early game progression. Recent updates introduced concepts of Immunities and Vulnerabilities which will allow a new dimension of balancing early sketches without breaking late game scaling, and should make status effects feel more useful. Hope you continue enjoying the game and looking forward to hearing more feedback!

Smerk April 7, 2026
+11comment score: 11
Can you include patch notes directly in the game somewhere? The latest patch looks good so far, but I'd like to see changes without having to go to discord

developer response: I added the log of changes since initial release to Galaxy as an update. Will do that with every major version (every few weeks). For daily changelogs Discord is still the best source for now.

abaileyatd donator May 23, 2026
+10comment score: 10
Major, major kudos for listening to the community and rectifying the AI art situation. This was an awesome example of how this could and should be handled, and now your game can receive the accolades it deserves without any asterisk or hesitation. Awesome job @Kuzzi!
thecoolcookie366 April 2, 2026
+10comment score: 10
what happens if i try asking for the dev password

developer response: .

Joryho April 22, 2026
+8comment score: 8
I got no comments on the actual gameplay loop outside of it being VERY slow, but I understand that's probably the intent. What I REALLY want to comment on is the active work going into replacing the AI art with actual artists. Some of these drawings are fantastic, funny, and look really good!! I was really hesitant to play due to the gen-ai tag, but logging into the game every day and seeing more sketches being made by real humans is putting a big smile on my face.
dysiode donator April 5, 2026
+7comment score: 7
Overall a good concept! I appreciate that it's very playable on mobile though it could definitely use some attention there (two or even one column in the gallery would be ideal). Having some degree of offline progression for combat would be a major quality of life improvement for mobile as well. I love a wally incremental if it's engaging and so far so good here but it's slow enough to make me move to PC so it can run all the time.

Also, you do you on AI but I honestly don't think the images are particularly nice to look at and the game would work just fine without them so having an option to hide them would be nice. I think it would also be fun to use parts of actual art that are in the public domain. Artists sketchbooks are a veritable treasure trove for this kind of thing

Also also, don't mind Jells, not every game has to be over in an afternoon. Plenty of us like something consistent to return to

developer response: I'm sorry you don't like the art.

Would you like an option to hide all the images or just the subset where AI was used?

allanw April 8, 2026
+7comment score: 7
Most offensive status effects are kind of pointless when they only have 1% chance of landing and each stack only affects like 1% of their stat. The only useful one seems to be plague since it self propagates.
HaBarvaz April 12, 2026
+7comment score: 7
Dodge is so op on the enemies that it basically becomes gambling later on like why are there so many enemies with 60%+ (AND THE ANNOYING FROG)
NIZNEB April 2, 2026
+7comment score: 7
i love the absorber vibes
Termt April 19, 2026
+5comment score: 5
It bugs me a little that overkill only works for multi-kills and doesn't actually carry over damage to the next surviving enemy.
HOPeAndFriends48 April 21, 2026
+5comment score: 5
hey, since you quit using gen-ai, why's the tag still here? is it just stuck there?

developer response: There are still some gen-ai assets left in the game, but they are being replaced daily. Will remove tag when they are gone.

geti April 4, 2026
+5comment score: 5
I do like what's here... but I'll say that I was not expecting the rough sketch I unlocked on my first prestige to relock after the next. Given how abysmal the chances of random-unlock-rate per prestige seems to be, losing the only one I did have access to made me want to immediately chew sand. Did I miss something? Why is it like that?
zinogre April 27, 2026
+5comment score: 5
Is there a setting for changing the notifications back to how they were? The tilted slightly cursive looking text is much slower for my brain to read.
dev2r April 22, 2026
+5comment score: 5
I've been having a ton of fun with this, love the style and gameplay. Just when I think progress is happening too slowly, I get a glossary entry that unlocks the archive upgrade I needed to boost me again. I love thinking about all the units behind the first one with a dodge chance and low enough health that I can get a bunch of overkill, just begging the guy in front to not get hit.
polos April 17, 2026
+5comment score: 5
I wonder when my attributes other than HP, ATK starts to affect the fight for real.