comments for goododds
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polos • 2026/04/21 April 21, 2026 well done
The main issue is a lack of automation, especially clicking for resources
developer response: The triggers in prestige upgrades are a type of automation, but I do agree that it should be clearer and more accessible. Will think of something.
(In my observation the speed up effectiveness is not based on time but rather percentage so the later half is barder to speed up, probably could come up with a upgrade set with that (just a idea)
Cool gimmick tho, makes the game more active
developer response: should both be fixed, now called armor.pierce
(It goes faster)
"YOU CAN DO THAATTT?!"
developer response: this was a visual bug and is fixed in the latest version <3
developer response: Ty for the feedback! There is late-game automatic resource collection (chance-based ofc) so some automation exists. I will improve the passive play experience for earlygame in a later build.
* I would kill for a way to show stat ranges for a given mod so I don't have to dig through the rather spartan wiki to try and figure out where I should spend reroll consumables
* the numeric balancing seems pretty off - at first many of the upgrades seem pointless (1% buff and it takes me 20 minutes to earn that prestige cost? lol no thanks), then you hit a snowball phase where you quickly begin spamming all the upgrades because you are earning so many points so easily.
* and the regular prestige vs permanent prestige upgrade system is kinda weird - by the time I unlock perma upgrades I've usually already scaled the regular one so far that resources earned within a round are rarely useful for much except slow-to-scale-cost upgrades like +damage. Only the infinite(?) hp final boss gives me enough time to afford very many non-prestige upgrades before I kill the boss
* it seems pretty much impossible to scale armor pen enough to matter, unless there are ridiculous multipliers on higher quality mods I haven't seen yet. I deal millions of damage with good rolls and penetrate like 20 armor. Armor being subtracted after all other damage multipliers makes it only relevant early on when it's still basically just a weaker version of +min damage that won't scale with crit/multi/exp and I assume is worse at farming early stages (unless negative armor is a thing in which case it's still a lot worse than damage that gets multiplied, exponentiated, then multiplied potentially 3 more times. Maybe if armor were a proportional reduction instead of flat -damage it would be worth investing in pen?
* the initial cooldown timers on most things seem too long, and they scale too quickly once you snowball. I made attacks and resource gain like 20% faster over most of my playtime, then in one or two late rounds I had enough prestige to make attacks well under 1s cooldown and α under 3s. Haven't bothered to scale later resources much because I don't even unlock them on anything but the Ω boss and armor on that one scales so fast I think I just need to prestige farm a lot of exponent upgrades to make further progress there.
* some more unique mod effects, or a randomized affix system a la Diablo's loot system, would make loot more exciting than just "did I get any good consumables or a higher rarity upgrade for something or is it all vendor trash?" And some powerful special effects to encourage trying alternate strategies would add a lot of variety to gameplay. As it is I just got all the best damage boosting mods and waited for protects/lucks to safely upgrade them. I only really swapped things out early on when I had enough time to bother going for econ first and then switching to damage, and as I got strong enough to swap a couple slots for prestige point multipliers.
* it's weird that damage doesn't drop to the max value if max damage is less than min damage, like it does with resource gains. I realized this by accident when I happened to get a couple good +min damage mods early on, took a long time for me to earn enough prestige that +max damage was even worth considering spending any points on when I had like 33-11 damage and would need a ton of investment for +max to even do anything.
** also, sidenote re: the early min damage mods - I noticed an annoying issue where if you finished a stage with +min damage mods equipped to push your min > max, you couldn't upgrade +min damage. Not really a big deal now that you can access prestige upgrades during a fight but still a bit annoying to have to start the next fight and unequip some items, then wait for a cooldown to be able to re-equip, just so the upgrade can be purchased. It's not introducing interesting decisionmaking, just some busywork and friction with applying prestige upgrades where I want in this particular situation. I imagine other min stats that lock when they're >= the max value of the same stat have the same issue. Would be nice if the prestige upgrades only cared about base stats before mods to decide which ones to allow.
developer response: this is a short response because I am knee-deep in preparing the next update. A ton of the number balance will change, one thing that won't change for now is the way armor is calculated (I tried proportional formulas but those felt off). Affix/suffix system for mods sounds interesting.
developer response: Hi, a fix for this is live. You should not have lost any progress!
developer response: thank you for playing <3
















