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Reviews for "Gem Frenzy"

Great game, the biggest issue I have is that once you start losing money, there's pretty much no recovery. If you don't invest in more storage, you get screwed over almost instantly.

IMPORTANT: When you lose or exit to home, when you restart the game, you can't progress and the game freezes on the store screen.

pabten responds:

Hi! thank you so much for your feedback, a fix to that critical bug has been published! please let me know if it's solved

Pretty good, but you're expected to make way too much money way too quickly. Longer base days and longer wait times on customers would help, as it's very hard to get some of the more valuable materials late game, and it doesn't help that people expect you to have them WHEN YOU DON'T HAVE THE STORAGE FOR IT. Since higher value things are worth more anyways, I'd make it so new requests and materials only show up when buying the storage for them, as you're shoehorned into buying it anyways, and by not allowing requests for stuff you don't have, you get just a bit more money each day in the early game to spend on the important stuff.

pabten responds:

Hi we released a update that also fixes clients asking you for recipes when you don't have sotorage for it, let me know what you think

I really like this game, its very addicting trying to optimize everything and trying to make things perfect!

But it is very hard, most of the time it feels like the game rigs it against you when you lose. I always seem to come short during days 9-12 due to the sudden spikes in rent, and don't get the chance to get more upgrades because of it! Its probably meant to be challenging (and i love it that way) but maybe lower the rent just a *tiny* bit.

Other than that i just want to say that thank you for making this!!

pabten responds:

Hi! we are really glad you enjoyed our little game
about day 9-12 issue we are planning a update for this! i think you will enjoy it, if you want to see the post follow theyippiesdev since we will post it there!

Good

couple things about the game mechanics.
during the early game the rent feels like it ramps up way too fast (this is particularly noticeable while attempting the "against the system" achievement).
i understand it's balanced around upgrades, but unless you get really good upgrades early (sell for more, or shop open for longer) it's really dififcult to get the snowball going.

the real problem with the game imo is that there's way too much "dead time", where you're just moving around without it being helpful towards your goal:
you're already on a strict clock, and between having to run around to collect material, going back and forth making individual ingots, and to a minor extent having the furnace so far away from the counter (you always need to use the furnace so the extra travel time impacts the total customer patience meter), makes it so you feel like you never accomplish much in a day.

one mechanic that really needs an actual explanation is "mineral recycling profit";
i haven't pinpointed the exact specifics, but i get the gist of it:
if you collect every single material in excess, at the end of the day a certain amount of all your ores gets "sold" automatically, which nets you extra income before being cut down by the rent.
this ends up being relevant for the no-upgrades run (especially on day 6) where customers don't always show up and selling only gives you 1 coin per item, so you're better off just spending the whole day mining, and maybe sell something if there's remaining time and customers once you've cleared out everything.
do note that you need EVERY material in excess to benefit from this. if even one of them is at 0 or too low, you won't get anything from it, and on day 6 you unlock 2 new ores that are way deep below the surface, so you REALLY need to dig to make it past that day.

the only problem with this mechanic is that it forcibly removes ores from your total inventory, which means you can't just hoard ores for subsequent days (to minimize time spent mining to prioritize selling).
you can choose to only focus on collecting the ones you need so it won't trigger, but that means you get no bonus money from the recycling system.
still haven't been able to figure out what affects the "bonus profit" at the end of the day, even after fully clearing the game.

assuming you manage to get the snowball going, and buy out all upgrades, the only rng holding you back depends on which recipes you roll;
during endgame there's a total of 11 different ores (let's say 1 is coal, 11 is diamond. gold is 7).
the recipes are (ordered by increasing value? not sure about the last few):
- 1+2
- 2+3+4
- 5+6+7
- 3+8+9
- 4+7+10
- 6+8+10
- 2+8+11
assuming the first 2 recipes stop showing up during endgame (or aren't worth enough), you can see that 8 (blue gem) and 6,7,10 (ruby,gold,emerald) show up more than other ores.
the tricolor gem also uses three of those at the same time, which means they naturally end up depleting faster than other ores.

from my own experience, i could still replenish enough emeralds while collecting diamonds, although they're pretty deep.
the sapphire is used in 3 recipes so it needs to be replenished fairly often, but i had more trouble with ruby and gold because they show up around the same depth, so they contend space with each other (meaning you end up finding less per day than you would other ores, overall).
i ended up starting each day by clearing out the ruby/gold level right away, and then replenishing diamonds/sapphires while i'm not busy selling. just some food for thought in regards to balancing.

extra note: interacting with the counter, while holding an ingot, if no one's at the counter, throws the ingot away. not sure if it's intended, just putting it out there.

pabten responds:

HI thank you so much for taking your time for this review i hope you have enjoyed our game 😁

We did change the balance on early let me know if that helps to the snowball

Your balance anotations are really helpful we'll let you know if we change something about it
Thank you for your feedback!