EXP Simulator

favorites
completed
156 ratings
rated 4.0 stars, 156 ratings.
Posted November 5, 2024. Updated March 26, 2025. Played 31851 times for a total of 50803 hours.
description
An incremental about leveling up
latest update
v2.15.4 March 26, 2025
- added a title screen
- added hacktimer which should allow for better background progress
- implemented offline progress
- implemented in-game modals
- you can now press the enter challenge button to complete a challenge
- completed challenges can now be hidden
- added text explaining how to start making hydrogen again post-quantum
- hotkeys are now enabled by default
- changed a couple achievement names
- fixed a bug caused by somehow rebooting in 0 seconds
- fixed a bug with expert auto-prestige not appearing
- fixed a bug with past quantum iterations
- fixed a bug where the level input for auto-prestige appears when it shouldn't
- fixed a game crash caused by multiple notifications disappearing at once
newest comments
Once I unlocked the first 3 upgrades in the gravity well, all automation on the reboot and quantum layers stopped automating.
Getting HUGE memory leaks from this game, just FYI. According to my browser it is somehow using 11.1 GB of my RAM. I have never seen that before.
game tbh sucks before prestige and mildly sucks after prestige till the next layer after, then it finally gets to the "wow this is fun" area of the game so if you can push through it for a few days youll find a good game
This is just really boring with WAY too many pointless upgrades just thrown in for extra steps and to waste time.
There is simply no satisfying reward for playing it.
2/5
@corgis, yes you can.
top comments
You can hold down the XP button!
I've played this game before already, so here are my thoughts (with programming stuff added in):
- Earlygame is just...too slow for most people. You unlock features, sure, but it takes a very long time to actually unlock the prestige mechanic in the game.
- The fact that you can't use Space/Enter to hold down a key is just...annoying. You may want to consider only blocking the action when e.repeat is true (aka, when you're holding down the button) and to make it click at the same rate as when you hold it down. Even then, the low repeat rate is kind of painful and makes the game seem even slower than it already is. Maybe increase it to 10 or 20?
- Prestige doesn't feel...satisfying? (At least, the first few don't.) Also, the little button doesn't even ask for confirmation, which is not great for players. Configuration of prestige seems to let you set values above 60 without warning the user that it doesn't do anything until later, so just hide it before getting Limit Break and it should be good.
- About Limit Break...it's, weird? It does warn you beforehand about PP cost inflation, but the inflation felt a little extreme to me. The inflation also is a little absurd in my opinion, and I feel like it should just add to the amount of PP you would earn by default (which is 1) and add more based on the amount of levels after 60, and not based on the total.
- Perhaps add autosave? Adding a simple event to save after leaving the tab would work fine:
onpagehide
, although a deceptive event name, is perfect for this case, as it functions as a betteronbeforeunload
. ;)- Maybe smooth out the way the main "progress bar to next level" is animated; perhaps a piece of transition CSS that's about 100ms would work. (In my personal opinion, this would make things seem more smooth, but maybe that's just me.) Maybe a few themes here and there?
I'm not saying that the game is horrible or anything; it just needs some progression changes. This seems much better as a game to open maybe once a day, not something you could actively grind. Also, the fact that offline progression isn't calculated makes it even more annoying (it doesn't matter if the precision is that accurate; just simulate 1,000 ticks and multiply the production based on the offline time, or maybe just do the exact same thing as Spice Idle). Just make the earlygame go by faster. It seems to suffer from the same kind of repetitive clicking as earlygame Antimatter Dimensions, but is even more barebones with just three buttons.
It's a shame how earlygame is that slow, as the game really does seem to get more interesting as time goes on. That's it from me, though.
developer response: unfortunately i don't have any plans to change the game balancing anymore. there are certainly things i'd have done differently if i made the start of the game now, but all the game's content has already been made on top of it. certainly a case of "first project syndrome"
- space is actually the hotkey for the EXP button! hotkeys aren't enabled by default though (maybe something i should change). also holding down the EXP button/space already goes at 10 clicks/sec
- i didn't give prestige a confirmation because it only resets like 10 minutes of gameplay, and there's also no choice as to when to do it at first
- limit break works in the way that it does to prevent just prestiging quickly over and over to progress, and places incentive on reaching high levels
- there is autosave? every 1 minute
- offline progress in on my list of features to add! i'm working on spice idle right now, but i'll come back to add it once i finish the update i'm working on
It would be really nice to have an option to sort the achievements by recent, or only show the newest ones, or only show unlocked ones, etc. I hate having to frantically page back and forth through all 18 pages.
Alternatively, maybe fit upwards of 4x more achievements on a page and sort them by the order people get them in usually, and that would work too.
Loved playing the game <3
This is just really boring with WAY too many pointless upgrades just thrown in for extra steps and to waste time.
There is simply no satisfying reward for playing it.
2/5
It seems that todays update has introduced a memory leak. I havent been able to pinpoint what may be the cause of it