
Simultree is a short incremental game about monitoring life simulations. You're a scientist who runs life simulations in order to gain points to spend in a big skill tree.
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Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
- Camera/UI navigation movement is horrible. Stopped playing completley because of that. - "Cursor"/Hand movement is horrible by default, but at least fixable in the options. - Hand/Arm covers UI elements (e.g. graphs are not readable) This is very disappointing because these are technically very small things, which completley destroy an otherwise great game.
Very nice and cozy game. The art style of interactive lab equipement is great. The game progression is also well done, each stage is balanced to the point where you don't need to fill up whole previous section to start another one, but you cant really finish next one. The music is also nice and did not get tired of it. And this is quite good for a single stream. Was able to 100% in 3h:30m . Good job devs!
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Languages: English**languages with full audio support
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h2]"For Science!"[/h2] [i]Simultree[/i] is a unique incremental game where you experiment on organisms that resemble pac-man. Test different genetic traits to accomplish the goals and prove you're not completely incompetent. I love the concept, and I love how there's actually some strategy involved in completing the goals, unlike most incrementals where you just play on autopilot to advance the skill tree. In this game, you actually have to utilize the right combinations in order to progress, you can't just brute force anything. There's even a drawing tool, where you can make art, which I found to be quite random, but it's neat and I've seen some pretty impressive artwork so far, so it's a very welcome feature at that. Definitely one of the more unique incrementals I've played, and while the game is slow at the start, it picks up and becomes very enjoyable the further you get, absolutely recommend it.
I'm sorry, this game is genuinely boring. If the Witcher 3 costs less than 10 bucks on sale, this has no business costing 7 dollars. I want to like the game because of how pretty and style-y the game is, you can see the devs wanted to make something good. It's just the game-play itself that gets to me. Really boring and not very incremental, the upgrades are slow and you have to grind for them doing the exact same thing over and over with little change as you go.
A very fun and short incremental game. Great sound design (some great click noises in this), good UI design (though it is a bit wonky on ultrawide), and most importantly: some weird little flourishes. In this, it's the signature field, having to click the little button to save your points, the whiteboard and markers, there's so many! Those extra little superfluous touches are what makes these short experiences memorable. I can tell the dev had fun making it, so I have fun! Highly recommend.
This game has a lot of role-play elements just for fun that make this stand out in the sea of slopcremental games. The 5€ price point for a ~2h game is a bit steep, but overall I enjoyed this enough to recommend this anyway.
the endgame of having to modify parameters and juggle modifiers was pretty fun. this should have been the whole game from the start. also, the beginning is just terrible in other ways. why the stupid stamp? why press an extra button for upgrades? you can get rid of these hurdles, but theres literally no reason they should exist in the first place.
Довольно уютная и интересная игра (я минут 15 сидел рисовал)
Not quite done yet (maybe halfway?), but I get the gist. Simultree is one of those "session-based" incremental games. where you do a run, get the results, upgrade and repeat. These are a dime-a-dozen, and I'm usually hard on these games, but Simultree manages to stand apart well enough. For starters, Simultree encourages experimentation. It's the entire point and theme of the game, so messing with the various traits and their various values can create a lot of outcomes. It's not as simple as "buy the cheapest upgrade" over and over again (as happens for other games in this genre) The downsides happen when multiple traits stack and their effects on each other become harder to quantify. Especially when you have a bunch of sliders to adjust between iterations (which become tedious to do over and over) I also found myself ignoring the experiment goals in order to farm upgrades, since using the new non-upgraded traits for experiments was often detrimental to point gains. This meant that each experiment stage is followed by a lot of grinding until the new traits are reliably more profitable. I'm still plugging along, but it is getting a bit tedious at that point. Still, decent ideas. Cute execution. I don't hate it.
Interesting take on an incremental. Roughly 3 hours.
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