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* MagikarpPower: Initially, the Talismans provide a useful but weak effect of free Rune levels, but as you gather Talisman fragments you become able to Enhance them, which not only increases the Talisman level cap but also provides a unique neutral effect to each, and max enhancement comes with bonus effects that range from handy to powerful. Though that normal effect is nothing to scoff at, as even the Plastic Talisman, ostensibly a JokeItem with no special effects and exorbitant fragment costs, qualifies as a LethalJokeItem since it's still an extra Talisman to gain extra Rune levels from as it's enhanced.
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* NotActuallyCosmeticAward: Almost every achievement earned increases a stat slightly or unlocks a new feature and gives some Achievement Points.

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* NotActuallyCosmeticAward: Almost every achievement earned increases a Several of the achievements provide various stat slightly boosts or unlocks a unlock new feature and gives some features, while even the achievements that don't give a direct reward still provide Achievement Points.Points and Quarks.
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* HardModePerks: Completing Challenges 11-14 the first time unlocks Corruptions, which when invoked nerf the scaling of various gameplay elements like multiplier/accelerator effect or rune EXP gain, with the nerfs ranging from a small detriment at level 1 to heavily crippling at level 5, but in exchange they provide stacking multipliers to Ascension Score, which translates to more Ascension resources per reset.

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* HardModePerks: Completing Challenges 11-14 the first time unlocks Corruptions, which when invoked nerf the scaling of various gameplay elements like multiplier/accelerator effect or rune EXP gain, with the nerfs ranging from starting with a small detriment at level 1 to heavily crippling at level 5, and getting increasingly stronger as you raise it, but in exchange they provide stacking multipliers to Ascension Score, which translates to more Ascension resources per reset.
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* HardModePerks: Completing Challenges 11-14 the first time unlocks Corruptions, which when invoked weakens the scaling of various gameplay elements like multiplier/accelerator effect or rune EXP gain, ranging from a small detriment at level 1 to heavily crippling at level 5, but in exchange they provide stacking multipliers to Ascension Score, which translates to more Ascension resources per reset.

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* HardModePerks: Completing Challenges 11-14 the first time unlocks Corruptions, which when invoked weakens nerf the scaling of various gameplay elements like multiplier/accelerator effect or rune EXP gain, with the nerfs ranging from a small detriment at level 1 to heavily crippling at level 5, but in exchange they provide stacking multipliers to Ascension Score, which translates to more Ascension resources per reset.
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* HardModePerks: Completing Challenges 11-14 the first time unlocks Corruptions, which when invoked weakens the scaling of various gameplay elements like multiplier/accelerator effect or rune EXP gain, but in exchange they provide stacking multipliers to Ascension Score, which translates to more Ascension resources per reset.

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* HardModePerks: Completing Challenges 11-14 the first time unlocks Corruptions, which when invoked weakens the scaling of various gameplay elements like multiplier/accelerator effect or rune EXP gain, ranging from a small detriment at level 1 to heavily crippling at level 5, but in exchange they provide stacking multipliers to Ascension Score, which translates to more Ascension resources per reset.
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* HardModePerks: Corruptions make various parts of the game weaker, but in exchange they provide a multiplier to Ascension Score, which translates to more Ascension resources per reset.

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* HardModePerks: Corruptions make Completing Challenges 11-14 the first time unlocks Corruptions, which when invoked weakens the scaling of various parts of the game weaker, gameplay elements like multiplier/accelerator effect or rune EXP gain, but in exchange they provide a multiplier stacking multipliers to Ascension Score, which translates to more Ascension resources per reset.
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* HardModePerks: Corruptions make various parts of the game weaker, but in exchange they provide a multiplier to Ascension Score, which translates to more Wow! Tesseracts per reset, and thus buying Tesseract Buildings faster.

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* HardModePerks: Corruptions make various parts of the game weaker, but in exchange they provide a multiplier to Ascension Score, which translates to more Wow! Tesseracts Ascension resources per reset, and thus buying Tesseract Buildings faster.reset.
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* HardModePerks: Corruptions make various parts of the game weaker, but in exchange they provide a multiplier to Ascension Score, which translates to more Wow! Tesseracts per reset, and thus buying Tesseract Buildings faster.
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* AIGeneratedEconomy: You can unlock the ability to buy buildings and Automators/Multipliers/Automator Boosts automatically when affordable, which are usually bought in the Automation Shop. You can also unlock upgrades that let you automate upgrade purchases for different categories, NewGamePlus tiers, and tier resource gain.

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* AIGeneratedEconomy: You can unlock the ability to buy buildings and Automators/Multipliers/Automator Boosts automatically when affordable, which are usually bought in the Automation Shop. You can also unlock upgrades that let you automate upgrade purchases for different categories, NewGamePlus tiers, and tier resource gain.gain per-second.
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* AIGeneratedEconomy: You can unlock the ability to buy buildings and Automators/Multipliers/Automator Boosts automatically when affordable, which are usually bought in the Automation Shop. You can also unlock upgrades that let you automate upgrade purchases for different categories and NewGamePlus tiers.

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* AIGeneratedEconomy: You can unlock the ability to buy buildings and Automators/Multipliers/Automator Boosts automatically when affordable, which are usually bought in the Automation Shop. You can also unlock upgrades that let you automate upgrade purchases for different categories and categories, NewGamePlus tiers.tiers, and tier resource gain.

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Obtuse mechanics that aren't explained in-game count for Guide Dang It, which is a sister trope to that one.


* GuideDangIt: Early on, you can only really gain Wow! Tesseracts if the Ascension lasts more than 10 real-life seconds. Problem is, nothing in the game even mentions that, so you may go through TrialAndErrorGameplay by doing a bunch of Ascensions automatically in less than that time, not knowing that you won't get the resource that way until you find out the hard way by seeing the Ascend History.



* TrialAndErrorGameplay: Early on, you can only really gain Wow! Tesseracts if the Ascension lasts more than 10 real-life seconds. Problem is, nothing in the game even mentions that, so you may end up doing a bunch of Ascensions automatically in less than that time, not knowing that you won't get the resource until you find out the hard way by seeing the Ascend History.
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Added an example from the new trope page.

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* FactorBreakdown: The "Stats for Nerds" tab in the Settings provides various stats like Free Accelerators, Ascension Speed Multipliers, or Cube Multipliers. Selecting one of them shows the various multipliers and other factors that make them up alongside the final result.
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At this point, it is months.


''Synergism'' is an IdleGame by [=Platonic/Pseudonian2/Pseudo-Corp=] released in 2020. It has you produce Coins with buildings you buy. However, the game's main point is its titular synergy. After you purchase some upgrades, every building you buy is going to affect other buildings. As more resource become available and new mechanics open up, nearly everything will start affecting something else and won't become obsolete. The game is so long and massive that it's going to take weeks to reach the endgame, with some parts also being convoluted/requiring a specific setup to get through efficiently.

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''Synergism'' is an IdleGame by [=Platonic/Pseudonian2/Pseudo-Corp=] released in 2020. It has you produce Coins with buildings you buy. However, the game's main point is its titular synergy. After you purchase some upgrades, every building you buy is going to affect other buildings. As more resource become available and new mechanics open up, nearly everything will start affecting something else and won't become obsolete. The game is so long and massive that it's going to take weeks months to reach the endgame, with some parts also being convoluted/requiring a specific setup to get through efficiently.

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Added an example.


* ObviousRulePatch: Before 2.9, Corruption I would lower the number of free Multipliers and Corruption II would do the same for Accelerators. Players who thought that it'd be easy to cheese the game by only relying on one and not the other are in for a shock if they tried to put one at a high level and not the other, as they would get a severe decrease in the profit increaser that's not covered by it unless both corruptions were at the same level. Since then, both corruptions have been merged into one, avoiding the issue altogether.

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* ObviousRulePatch: ObviousRulePatch:
** Challenge 12 starts you off with 7 Galactic Crumbs to buy a Breeder Ant. Since the challenge makes Reincarnation impossible, you wouldn't be able to buy Worker Ants as they cost Particles which come from that reset, making it impossible to gain the multiplier from the Anthill and progress.
**
Before 2.9, Corruption I would lower the number of free Multipliers and Corruption II would do the same for Accelerators. Players who thought that it'd be easy to cheese the game by only relying on one and not the other are in for a shock if they tried to put one at a high level and not the other, as they would get a severe decrease in the profit increaser that's not covered by it unless both corruptions were at the same level. Since then, both corruptions have been merged into one, avoiding the issue altogether.

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Added an example.


* ChallengeRun: You can start one of several challenges which require you to reach a certain resource total without helpful things, like Multipliers, Crystals, or things making the game harder like higher costs. Depending on the tier, the challenge will force you to Transcend, Reincarnate, or Ascend beforehand. Beating a challenge gives a boost to the main game.

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* ChallengeRun: You can start one of several challenges which require you to reach a certain resource total without helpful things, like Multipliers, Crystals, or things making the game harder like higher costs. Depending on the tier, the challenge will force you to Transcend, Reincarnate, or Ascend beforehand. Beating a challenge gives a boost to the main game. You should have it done within the first few minutes of playtime.


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* EffortlessAchievement: The first few achievements are earned for purchasing one of each coin buildings.

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** After a certain point, your coin gain becomes so high that you have taxes. Not only do they divide profits by a certain extent, but they can even cap coins per second gain. While you get upgrades and runes that lower taxes, they eventually become so high the only real way to lower tax growth and still making more money becomes beating challenge 13.

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** After a certain point, your coin gain becomes so high that you have taxes. Not only do they divide profits by a certain extent, but they can even cap coins per second gain. While you get upgrades and runes that lower taxes, That said, they eventually become so high the only real way to lower tax growth can be reduced with upgrades, runes, challenges, and still making more money becomes beating challenge 13.Constant to let you progress farther.



* LuckBasedMission: The Time action has you try to click within a randomly generated 2.5 second interval. Winning grants you quarks based on how large the accumulated multiplier is, while losing grants nothing.

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* LuckBasedMission: The Time action has you try to click within a randomly generated 2.5 second interval. Winning grants you quarks Quarks based on how large the accumulated multiplier is, while losing grants nothing.



* PlayEveryDay: You get quarks once you open enough for Wow! Cubes, Wow! Tesseracts, and Wow! Hypercubes, with the requirement increasing for each quark, but resetting after each day.

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* PlayEveryDay: PlayEveryDay:
** The Daily action has you gain a certain number of Quarks. You can use it again after the end of each day.
**
You get quarks Quarks once you open enough for Wow! Cubes, Wow! Tesseracts, and Wow! Hypercubes, with the requirement increasing for each quark, Quark, but resetting after each day.

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* {{Unobtainium}}: Parodied with the name of the resource that is used for Research, Obtainium.

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* {{Unobtainium}}: {{Unobtainium}}:
**
Parodied with the name of the resource that is used for Research, Obtainium.Obtainium. The resource itself looks like a blue shard, but it's possible to get large quantities of it eventually.
** A more straight example are Quarks, which can only be received through exporting, achievements, and a few special actions. They're used for special upgrades in the Quark Shop and it's unlikely you'll get more than a few thousand for a while.

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Removed that sentence. I feel like bragging about a game's numbers was worth something when that was surprising, but nowadays that doesn't really matter.


''Synergism'' is an IdleGame by [=Platonic/Pseudonian2/Pseudo-Corp=] released in 2020. It has you produce Coins with buildings you buy. However, the game's main point is its titular synergy. After you purchase some upgrades, every building you buy is going to affect other buildings. As more resource become available and new mechanics open up, nearly everything will start affecting something else and won't become obsolete. You can expect to see numbers like 12.34e10.24M (that'd be 12.34*10^10.24 millionth power).

to:

''Synergism'' is an IdleGame by [=Platonic/Pseudonian2/Pseudo-Corp=] released in 2020. It has you produce Coins with buildings you buy. However, the game's main point is its titular synergy. After you purchase some upgrades, every building you buy is going to affect other buildings. As more resource become available and new mechanics open up, nearly everything will start affecting something else and won't become obsolete. You can expect The game is so long and massive that it's going to see numbers like 12.34e10.24M (that'd be 12.34*10^10.24 millionth power).
take weeks to reach the endgame, with some parts also being convoluted/requiring a specific setup to get through efficiently.


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* LuckBasedMission: The Time action has you try to click within a randomly generated 2.5 second interval. Winning grants you quarks based on how large the accumulated multiplier is, while losing grants nothing.

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* LampshadeHanging: The game mentions how players are likely to find Prism Rune's effects underwhelming twice. Challenge 8 states "You'll never complain about Prism being bad again" and the achievement for beating it twenty times is called "I didn't even notice Prism was gone".

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* LampshadeHanging: The game mentions points out how players are likely to find Prism Rune's effects underwhelming twice. Challenge 8 states "You'll never complain about Prism being bad again" and the achievement for beating it twenty times is called "I didn't even notice Prism was gone".



* RainbowSpeak: The research tab's description is white, but the words "Reincarnations", "green-bordered", and "red-bordered" are dark green, light green, and dark red, respectively.

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* RainbowSpeak: RainbowSpeak:
**
The research tab's description is white, but the words "Reincarnations", "green-bordered", and "red-bordered" are dark green, light green, and dark red, respectively.respectively.
** The hotkeys subtab description if you don't have an enabled key is purple, but the word "gold" is written in its respective color.
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Added an example.

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It is playable [[https://pseudo-corp.github.io/SynergismOfficial/ here]].


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* LampshadeHanging: The game mentions how players are likely to find Prism Rune's effects underwhelming twice. Challenge 8 states "You'll never complain about Prism being bad again" and the achievement for beating it twenty times is called "I didn't even notice Prism was gone".

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