EXP Simulator
developed by Zakuro gamedev | rated 3.9 stars, 86 ratings.
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86 ratings
rated 3.9 stars, 86 ratings.
Posted November 5, 2024. Updated November 5, 2024. Played 14157 times for a total of 25299 hours.
description
An incremental about leveling up
newest comments
dev only responds to comments that compliment his game. intelligent comments like mine that point out deep flaws get ignored.
dev forgot that exp rate depends on # of prestiges and therefore one needs to grind prestiges with a time=0 setting every run. which is incompatible with the provided automation settings.
dev also forgot that the prestige upgrades cost PP, which slows your progress rate considerably and therefore necessitate a "prestige upgrades no longer spend PP" type of upgrade which all incremental games do. to solve this very problem.
dev doesn't listen. dev isn't interested.
uh.. why do the prestige auto-buy upgrade settings not allow you to keep a certain amount of PP in the bank? also, why in the prestige auto-prestige settings is there no option to simply prestige after you're able to gain some % of your current PP or something like that? ALL of the auto-prestige settings are so worthless.
250 hours. not bad.
i have completed the game. thank you zakuro. i enjoyed it woof
I've been enjoying this game for the last week or two. Once you get the pace of the game, it's fun and doesn't feel too monotonous. Some things that really didn't work well for me:
- Expert auto prestige configuration was really confusing. It seemed too active compared to the rest of the game. Unfortunately, until late reboot it's necessary.
- Challenge IX time walls are really boring. I couldn't figure out if it was better to grind watts or just wait out the time wall. Either way I spent at least 2-3 hours finishing up the last 3 challenges. Even in Quantize 1 the challenge is just a timewall :(
Otherwise the game is great and looking forward to finishing it this week. I'd like to check out your discord, but the link on the website expired.
developer response: 1) expert auto-prestige's complexity is a result of how complex prestige's content is to play through, so there's not much to be done there sadly. i tried to make it as customizable as possible so most people can set it up to play the way they play
2) the link seems to work fine for me on the original site ¯\_(ツ)_/¯
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
are you going to add spice idle to galaxy because I would quite enjoy if you did
developer response: i'm planning to add it once i finish and release v1.8.0 of spice idle! i don't really have an ETA for this, but i'd be surprised to see it done this year. it's kindof a big update
I feel like I played this before