Players are frequently disappointed by the game's perceived lack of content, short length, and shallow progression, especially in the mid-to-late game. Many feel the full release is a downgrade from the demo, citing balance issues, an unsatisfying prestige system, and a poor price-to-content ratio. The absence of offline progression in an idle game also contributes significantly to this sentiment.
Frustration stems primarily from tedious grinding, slow and often halted progression, and unbalanced late-game mechanics. Specific issues include memory leaks, punishing prestige systems, and a lack of quality-of-life features like a 'buy max' button. Players also express frustration with ineffective upgrades, limited viable strategies, and the overall feeling of the game being an unfinished or overpriced product.
Players find satisfaction in the game's fun progression, relaxing gameplay, and suitability for daily play, often praising its core idle loop and refreshing mechanics. The art style, boss designs, and the ability to discover powerful builds are also frequently highlighted as sources of enjoyment. Many appreciate the game's accessibility and its ability to fulfill the 'idle game itch'.
Enjoyment is derived from the game's unique concept, satisfying core mechanics, and overall fun gameplay. Players appreciate the item upgrade system, art design, music, and the addictive nature of the progression loop, particularly in the early game. The variety in playstyles and engaging grind also contribute to a positive experience.
Excitement is generated by the game's fantastic bosses, awesome art, and unique music, particularly boss themes. Players express excitement for the addictive nature of the grind loop and a strong desire for more content, anticipating future updates and additions to the game.
Verdict
Mostly negative
Summary
Positive 40% · Negative 60%. Score: 60 / 100
Positives:
The game's art style, visuals, and music are consistently highlighted as major strengths. Boss designs are particularly noted for their unique artistic quality, and the soundtrack is considered top-notch, with distinct themes for each boss.
Players find the core gameplay loop, progression, and unique item upgrade mechanics highly enjoyable and addictive, especially in the early to mid-game. The game offers a satisfying experience for idle game enthusiasts.
The game is praised as a well-made, high-quality idle game that effectively delivers on the genre's appeal. It offers a relaxing experience, suitable for background play, and stands out with its unique approach to progression and item relevance.
The game's demo successfully captivated players, showcasing its potential and core concept effectively. Many reviewers were hooked by the demo and found it well-paced and engaging.
The game offers significant strategic depth through diverse upgrade paths, equipment choices, and numerous playable builds. This allows players to optimize their approach for different challenges and bosses, enhancing replayability.
Negatives:
Players feel the game is severely lacking in content for its price, often completing meaningful progression within a few hours. Many compare it unfavorably to its demo or other free/cheaper idle games, citing a lack of depth, originality, and overall value.
The late game is characterized by an extreme, unrewarding grind, particularly for boss kills and item drops, which are often required 1000+ times. Progression slows to a halt, becoming boring and tedious, with many players abandoning the game before completion due to this imbalance.
A significant complaint for an 'idle' game is the complete absence of offline progress. This forces players to keep the game running constantly to advance, undermining the core appeal of the idle genre.
The prestige system is widely criticized for being poorly designed and unrewarding. Tying prestige currency to achievements, often requiring repetitive boss kills, makes it feel like a punishing and unsatisfying grind rather than a meaningful meta-progression mechanic.
Many late-game items and skills are perceived as useless or poorly balanced, offering negligible impact on progression. There's a lack of synergy and meaningful choices, making upgrades feel unimpactful and often capped too early.
Gameplay:
The core gameplay loop revolves around players developing powerful builds, upgrading equipment, and enhancing village facilities to defeat bosses. Finding an 'overpowered' build is a common strategy for efficient progression.
The game features both 'hard' and 'soft' ascension mechanics. Hard ascension resets progress but allows reallocation of ascension points, while soft ascension enables earning points without a full reset, utilizing specific materials. Equipment partially replaces the limited ascension points.
The game blends elements of idle and active gameplay, requiring the game to be open for progress as there is no offline gain. While it has incremental aspects, it demands more active engagement than traditional idle games, often involving a significant grind.
Based on limited and low-quality feedback, the game includes basic art and systems, and despite some balance issues, progression is generally manageable. There are also specific goals to fulfill as gameplay evolves.
Players manage villagers to create resources and can automate initially manual facilities through upgrades. However, there's a reported bug where gold doesn't enter the village if the camera is moved, impacting resource collection.
Performance:
The game performs well on handheld devices like the Steam Deck and ROG Ally, with touch screen controls being perfectly playable, though not as fluid as traditional methods.
Players are reporting significant bugs, including complete loss of progress and spending a large portion of playtime troubleshooting issues. This severely impacts the core gameplay experience.
Multiple players have experienced memory leaks, leading to system instability and requiring computer restarts. This indicates a serious technical flaw affecting system performance.
One user reported excellent performance on a high-end laptop, suggesting that powerful hardware can mitigate some potential performance concerns.
One player observed a significant increase in ping in other games after installing this game, suggesting a possible network-related issue or conflict.
Recommendations:
Player recommendations are highly divided, with many suggesting the game is not worth its current price or needs significant updates. However, fans of the idle game genre generally recommend it, especially if on sale.
Many players feel the game lacks depth or proper balancing, particularly in the mid-to-late game. They suggest waiting for future updates and balance patches before purchasing or playing extensively.
There's a split in opinion regarding the demo; some players bought the full game immediately after the demo, while others suggest the demo is sufficient or even better than the paid product.
Players compare the game to other idle titles like Cookie Clicker, suggesting it might lack content. Newcomers to the genre are advised to research before buying.
Miscellaneous:
Players want more comprehensive in-game statistical data, particularly detailed DPS information for units, effects, and items, to better understand game mechanics and optimize builds.
There's mixed feedback on game length, with some completing it quickly (3-10 hours) while others find it offers sufficient content (around 100 hours) or has potential for long-term play. Players are looking for more reasons to engage over time.
Some players perceive the game as a typical idle clicker, suitable for casual play or as a 'time waster.' This suggests an expectation for more depth or a clearer identity beyond simple idle mechanics.
Players suggest various quality of life features, such as toggles for animations to improve performance, an option to cycle bosses automatically, and better visual clarity by moving gold to a background layer.
There's a clear demand for Chinese and Korean language support, indicating a desire for broader accessibility and a larger player base.