Technomancy review
5

This game is around a decade old, and I'd consider it a "lost classic," easily up there with the likes of universal paperclips, a dark room, kittens game, etc in terms of depth and polish. It has a large amount of content (check the changelog length!) and several major paradigm shifts.

Although picking it back up again now I've only just barely reached 100 mana after a couple days and a few prestiges (and am therefore still in the first phase of the game), the game so far has felt superbly well balanced, with each new spell (and free buildings) unlocked as you prestige making runs feel meaningfully more powerful and letting you push higher more easily, with the balancing puzzles being different enough each time and prestiges being spaced out enough that it hasn't felt tedious. It was very satisfying to reach the point of being able to balance my jewelery production/sales.

Suggestion for players:

Once your first run starts to feel like it's slowing down and you aren't seeing any more upgrades/new things appear, consider checking the guides page on the wiki anyway. The top section, "new player tips," covers pretty much all the basics you might be curious about (including when to do your first prestige (2-5 mana)).

(This isn't really a "game that requires a wiki", but the wiki has increased my enjoyment of the game by enabling me to do more math and feel like I'm doing more decision making, as I'm the kind of person to dig into the javascript if no wiki is available)

Some small complaints I had:

Slow UI:

  • The slow-to-update affordability highlighting is initially annoying, but it's purely visual and is only really a "problem" for the first half hour or so of gameplay when you're initially learning how things relate. (future runs have you buy things much faster and spending time idling) I imagine the update frequency was intentionally limited like this for performance reasons a decade ago.

Upgrades Requirements:

  • Upgrades have nebulous requirements you have to meet before they become visible (like having 100+ unsold jewelery & 1+ unassigned manager) which left me feeling a bit lost before I checked the wiki. This was the biggest point of issue for me, because I was unsure if I was missing some critical upgrade that would allow me to push forward (sand, glass, etc), but I never actually was, they just weren't reachable until future prestiges. The system working like this gave me trust issues.
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