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Zelos

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A member registered Apr 21, 2017 · View creator page →

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It's much better now, thank you. Didn't have any issues with crashes or the upgrade screen like others.

So I just played through the demo and it was fun while it lasted. From what I can tell at the moment, I don't think simply adding more upgrades would be enough to make me buy the full game though.

My main issue is that the game doesn't change at all from the very first run to the last. You always just water the largest area, flowers have no special properties and are just stronger versions of the default one, and the upgrades are a bit uninspired. By the end of the demo the gameplay loop had already outstayed its welcome. Which is why I think the game needs additional mechanics to make it more engaging. Games like 'Keep on Mining', 'Digseum' and 'Nodebuster' have extra systems inside as well as outside the game, that make you feel like you're actually progressing. If the rest of the game is simply "get new flower with x3 more money, get +1 thing that waters an area by itself and slightly upgrade your area and speed while you keep on hovering over the largest area for hours", then that's simply not enough for me.

The basic loop is good though. It's just that the game isn't doing much with it at this point. I still wishlisted it, because I think there's potential here.

By the way, I think the Fertilizer kind of destroys the game's aesthetic. Feels very out of place and the mechanic also feels really weak.

It's a nice take on the incremental genre. I only played for a few minutes though because I found the cursor to be infuriating. It's much slower than my actual mouse cursor and seems to have some kind of acceleration. It feels really clunky, as I would want it to simply follow my mouse 1:1.

I mostly played on Adventurer. Also tried the other ones, but I thought this was the intended way to play the game, so my comments are based on that difficulty.

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Just like the previous version, the game is very polished and feels great to play. I wishlisted it right away and hope there's a lot of additional content that goes beyond the demo. But I also want to add my two cents regarding the balance of the game.

I know this will come off as a bit strong, but I've been getting this nagging feeling that there is pretty much no depth to the game. As far as I can tell, there are only a handful of strategies that can get you all the way to the end. While the rest, even if they turn out optimally (which they don't most of the time), will fall apart 3/4 in. Or even way before that. 

Most cards simply don't scale quickly enough to keep up with the increasing requirements. Sometimes I feel like I'd need about 3-4 additional levels before I could actually get a proper engine running. The runs are simply too short and don't allow you to mess up in any way. Which makes most strategies useless if you actually want to finish the game.

I'm not sure if this is a case of "the game is simply difficult". Because almost every single time I lose I feel like I didn't even stand a chance. So I just repeat the same two strategies over and over that actually do work. But they are so much better than everything else that I'm not sure this can be fixed by changing some numbers. There's a fundamental design issue here where the gameplay loop doesn't allow for any cards that don't scale by least 50% every single round.

Additionally, I'm a bit disappointed with the variety of synergies. The strategies seem to be very clear-cut and I haven't found a single interesting synergy so far. It always feels like you're trying to get to the exact same endgame build. The available cards are simply to specific and require very specific other cards to get to their full potential. I feel like there should be a more "freeform" approach to card design, that allows you to actually mix and match different cards. Right now, as soon as I pick my first card, 90% of the other cards become mostly useless.

I realize this seems like a lot of negativity, but I really like the game and want it to succeed. So I hope this helped in one way or another.

By the way, not sure if it's just me, but this whole "flow state" things strikes me as really weird. Not sure why you chose to go with that angle.

A lot of potential here. Would love to see more content or even a full release.

There are quite a few small things that add up to the UI feel for me. For example

  • The mouse dragging feels sluggish and like it lags behind. Also, when you reach the bottom of the screen, you can't go up anymore using the mouse for a good second.
  • There doesn't seem to be a way to drag to the left and right, have to use WASD for that.
  • Zooming makes the upgrade nodes jump around seemingly at random.
  • Feels like lots of sound effects are missing. And the ones that are there don't feel satisfying.
  • It's not nice to look at in general. It just seems like it's missing a lot of polish.

I would also suggest having a few nice backgrounds and playing around with the random color on the balloons a bit. A lot of them are very dark. Might want to use a higher minimum brightness value if you're using HSV color space.

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It's a good start.

I'm really hoping you are planning on doing a complete overhaul of the UI though. It looks extremely cheap, doesn't scale well and feels bad to use. This really needs a better font, colors and UI sprites.

I also think the balloon needs a few animations. Like a lerp between HP levels, particle effects and a better looking color when being hit. 

Weird suggestion for an idle game to remove the idle part.

Thanks to the "Nodebuster craze" incremental games are finally fun, instead of pointless infinite time wasters. I hope it never dies down and hope to god that people like you are the absolute minority. 

Also, stop being so rude.

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This is really good, would wishlist in a second.

The progression feels nice, although it might actually be a bit too quick. I feel like I can barely see the effects of my upgrades before I can buy 5 new ones.

One small issue - I don't like how the popups in the skill tree are at absolute positions and can go outside of the screen. So I have to scroll back, so that not only the node, but also the entire box is inside again. It would be better if the game moved the popup to the edge of the screen instead of cutting it off.