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Reviews for "An Amazing Soul"

The game was pretty frustrating since the actual goal is unclear. It was nice that it sped up a lot at the end. Collecting the artifacts isn't too difficult if you make a tree diagram outlining different paths to avoid going down the same path twice, or at least not too often. The main thing I'd say is that it would be nice to be told that it was a blind maze. That much info would be enough to keep me from being bothered by dead ends. I'm just glad that there were no closed loops in the maze. I'd have been stuck forever. :P

:: Incredibly Fun! ::

Comprehend (C) = Up (1)
Transend (T) = Rotate Right (1)
Ascend (With or Without Artifact) restarts the Maze/Combo.
Whenever you hit a different dead end is the end of a Combo.

Although for future players, this might not make sense to you until (CCC), this is technically spoilers but enjoy navigating the maze on your own! I'd suggest paying close attention to the Medals sprites.

:: Concise Listing ::

1. Sword = CCC-A (*Unlocks Transcendence*)
2. Arm = CCTC-A (*Unlocks Skills 9-12*)
3. Gem = CCTTCTC-A (*Unlock Enhanced Skills*)
4. Loop = CCTTTCCT-A (*Unlocks Autoclicker*)
5. Claw = CCTTTTCTT-A (*Supply training costs are waivered*)
6. Hammer = CCTTTCTCTCCC-A (*Progress training costs are waivered*)
7. Ending = CCTTTCTCTCCT-A (Ending.)

1-4 provided by Epic265 6-7 by I EAT GRAPES.

Theoretically this allows for an infinity maze, or a much larger maze of combinations. This has been listed by size of Combo.

This game could use a Train-X button badly.

I'm doing the clicking by holding down a key on my keyboard and still it's getting a bit dull.
Imagine the people without macros, their mice will be destroyed and they will most likely give up pretty early in the game. Which would be a shame judging by the game description.

I'll probably try pushing further, but please consider adding some way of reducing clicks needed to train.

Summary: Simple idle game , seemingly more length than depth, the amount of clicking between goals is insane.

kygron responds:

I'm sorry for the slow start. This game was designed with the Kongregate audience in mind, who are more accustomed to clicking or have autoclickers (no medals = not criticized for "cheating"). Re-balancing would take more time than I have.

You could make the beginning easier by idling (not offline, though), especially after some points in Skill 7.

Mid-game will be frustrating while building up wisdom. You might have to purposely grind. The original intention was to hide the grinding by having people search (and sometimes fail) for artifacts. Late mid-game has some powerful artifacts that allow hold-to-train(autoclick), auto-train(watch the skills increment without interaction), and ignoring supply requirements.

So it's all there, and my later games have far less clicking, if that means anything to you.

Good luck!

Edit: instead of balancing clicks, I reduced progress requirements, see desc above. Hope that helps.

repetitive

kygron responds:

As are the incremental games it was based on. Highscore says you didn't make it past the intro. Perhaps you don't like incremental clicker games? This one gets faster and more interesting, but takes a bit more investment.