BAsic
developed by pixelperfect12 gamedev | rated 2.8 stars, 33 ratings.
|
33 ratings
rated 2.8 stars, 33 ratings.
Posted November 13, 2024. Updated November 17, 2024. Played 1371 times for a total of 615 hours.
description
A BAsic incremental game.
Current endgame:
latest update
The Ascension Update v2.0 November 17, 2024
- Added a 1 second cooldown to the Basic, Clover and Ascension buttons
- Added a new Basic upgrade (unlocked at Rank 4)
- Added more upgrades
- AUTOMATION!!!
- Greatly increased boost length
- Added
newest comments
Boost combinations should be a separate button. And/or an automatic refresh when you run out (maybe that's in a later ascension tree upgrade? I can only see up to level 4.)
Up to tier 2 ascension the only ones really worth using are just the double basic points and the clover increase ones, far as I can tell. The lucky rank boost, which you'd assume would be good for extra rank from clicking, only provides about a *1.5 bonus compared to just mega point boost. But given how you can buy so many more upgrades by using the mega point boost the lucky rank boost just falls short massively.
developer response: lucky rank is probably the most useless boost combo along with duality since multipliers to rp from clicking are overshadowed by the rp gained from upgrades by the time you reach rank 5, so i do plan on making rp from clicks during the pre-ascension stage somewhat better in the next update.
also, auto boost replenish upgrade appears at ascension tree layer 6. you're welcome
wowee I really was enjoying it until the one sec cooldown happened its not as fun for me now but its still ok :\
developer response: i do plan on reducing the cooldowns of all the buttons in the next update, stay tuned!
WHOS GREATEST IDEA WAS TO SUGGEST 1 SEC COOLDOWN
developer response: i intended on adding the cooldown to prevent cheesing the game by holding enter, but i do realize that the cooldown is a bit too long so in the upcoming update the cooldown will be reduced to 500 or 250 ms.
I don't love the main button cooldown, but its not a dealbreaker. I would suggest showing an animation for the cooldown though, or put the cooldown timer on display. That would at least make it feel a little more rewarding if the cooldown is upgraded to be shorter. A linear gradient animation can change the background color of a button so that it fills up like a progress bar. Having a cooldown on the button without a means to reduce the cooldown doesn't feel great.
Boosts being separated entirely into another tab is a little off-putting. It definitely makes sense to have its own tab for activating them and tracking them / reading what they do etc - but since their effects primarily effect other tabs, it feels like you should be able to see those effects in other tabs. Something as simple as like boost that makes points button better -> green border for points button. Chance boost, orange border. Rank boost, rank button gets the border. Having to either count them out or click back over feels like intentional busywork, trying to create features out of non-features.
Anyway - adding a few QOL improvements like these or others mentioned may go a long way. The game is a solid start, and will be cool to see where ya take it.
developer response: will plan on including these (and somewhat reducing the button cooldowns) in the upcoming part 1 of the shard update, thanks for the feedback!!!
convenience boost should be ab+mcb (the game says ab+rb instead)
developer response: fixed
top comments
The boost combo mechanic is interesting, especially the way you can unlock and boost clovers. But the actual boost effects are worthless, because the only way to progress the game is to just hold down enter after clicking. If this is what your players have to do, then (like 100% of games requiring clicking) you should just change the clicking mechanic to continuous income, and let us play the game.
developer response: despite the enter hold trick being somewhat overpowered for this game, i tried my best to design the boosts to discourage holding enter (mega point boost gives a total of x36 point boost, plus you have rank cloverizer's large boost to rank progress). i do realize that i have set the boost length too low and it'll be increased in the next update
oh yeah i do plan on also setting a 1 second cooldown to the point, clover and ascension reset buttons in the next update since there will be continuous income (sorta) included as an automation upgrade
do appreciate the feedback though!!!
update: this may seem a little rude but i 100% promise i am trying my HARDEST to phrase this in the least rude way possible. after reading this comment a couple of times i felt like something about this comment was a little off. now that i understand this comment clearly (it takes me a while to completely interpret feedback) i feel like "the actual boost effects are worthless" statement is somewhat stupid (once again, not trying to be rude). while working on the update i playtested the game from the start to first ascension with the 1 second cooldown and i don't see a problem with balancing. i believe the enter trick doesnt make things faster at all, since as stated before the boost effects themselves are indeed important for progression. yeah, mega point boost is simply just a x36 boost that can somewhat easily be overpowered by the enter hold but then you have cloverizer+ (major clover boost) and rank cloverizer (major rp boost) that are absolutely necessary for progression. you cannot reach rank 10 with the enter hold trick alone and the actual boost effects are NOT worthless.
also judging by the "let us play the game" line it seems like apparently this is making the game unplayable??? still dont really know what you meant by that, despite rereading this comment a thousand times
once again i do NOT intend on being rude, and if this comes off like that i am deeply sorry. i believe that your comment, despite being a bit personally offputting, is equally as valuable as the other comments here. wish you the greatest, and thanks for the feedback once again!!!
pro tip: click a button and hold enter to spam click it
ngl it looks like a super early first draft, i can see potential, but i don't really like it, i'd increase the button's size, and.. idk i fells like it's missing somehting.. is it automation? is it being less basic?.. no. i think the basic style of the game is fine. maybe it's that buttons are super long?.. idk.
the boosts thing are cool mechanics, but.. i can click faster than i can open boost, click boost, go back and click 3 times. so. idk.
developer response: been waiting for a few of your comments to roll in to see what to change before working on an ascension content expansion. after reading your comments regarding the lack of automation and somewhat trashy boost mechanics, i would like to thank you guys for your feedback! v1.1 should be coming in about a week, stay tuned...
For a game called "Basic," I suppose it does just that. :p
tbh just a little better ui would be good