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** Getting through the Species layer overall is neither difficult nor needs constant clicking, but what makes it infuriating is that most of the layer involves massive timewalls, with it taking on average hours to reach the next upgrade or milestone, and despite the presence of challenges for boosts they barely help with the pain since you have to push the Species amount as far as possible before you have a chance at another completion.

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** Getting through the Species layer overall is neither difficult nor needs constant clicking, but what makes it infuriating is that most of the layer involves massive timewalls, with it taking on average hours to reach the next upgrade or milestone, and despite the presence of challenges for boosts they barely help with the pain since they also need you have to push the Species amount as far as possible before you have a chance at another completion.
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** Getting through the Species layer overall is neither difficult nor needs constant clicking, but what makes it infuriating is that most of the layer involves massive timewalls, with it taking on average hours to reach the next upgrade or milestone, and despite the presence of challenges for boosts they don't help with the pain since you only get enough points for the next completions ''after'' getting the next upgrade/milestone.

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** Getting through the Species layer overall is neither difficult nor needs constant clicking, but what makes it infuriating is that most of the layer involves massive timewalls, with it taking on average hours to reach the next upgrade or milestone, and despite the presence of challenges for boosts they don't barely help with the pain since you only get enough points for have to push the next completions ''after'' getting the next upgrade/milestone.Species amount as far as possible before you have a chance at another completion.
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Once again I'm unsure if I'm doing something wrong, but waiting is getting me through the layer, so I'm dreading that this might be the intended progression method.

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** Getting through the Species layer overall is neither difficult nor needs constant clicking, but what makes it infuriating is that most of the layer involves massive timewalls, with it taking on average hours to reach the next upgrade or milestone, and despite the presence of challenges for boosts they don't help with the pain since you only get enough points for the next completions ''after'' getting the next upgrade/milestone.
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Wrong layer name.


** The Chromosomes layer is an absolute slog to get through, both before and after it's split from the "Animals" layer. Before the split, having to click on each Gene node to upgrade it is incredibly slow and monotonous (and automation of this layer isn't unlocked for a long time). After the split, there are achievements that, when achieved, grant you necessary upgrades to progress. The only problem is that most of these achievements require you to have a very specific number of levels on most of the Gene nodes and without each number exceeding a certain value (i.e. "17 nodes must have a prime/composite number of levels less than X"). Not only must the nodes be clicked in an extremely precise order, but if you accidentally double-click one of them and go over the limit, you must reset the nodes and try again. And you may not even realise that the achievement is unobtainable at the current point in the game unless you try (which requires resetting the nodes and having to buy back all the upgrades you reset on).

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** The Chromosomes Taxonomy layer is an absolute slog to get through, both before and after it's split from the "Animals" layer. Before the split, having to click on each Gene node to upgrade it is incredibly slow and monotonous (and automation of this layer isn't unlocked for a long time). After the split, there are achievements that, when achieved, grant you necessary upgrades to progress. The only problem is that most of these achievements require you to have a very specific number of levels on most of the Gene nodes and without each number exceeding a certain value (i.e. "17 nodes must have a prime/composite number of levels less than X"). Not only must the nodes be clicked in an extremely precise order, but if you accidentally double-click one of them and go over the limit, you must reset the nodes and try again. And you may not even realise that the achievement is unobtainable at the current point in the game unless you try (which requires resetting the nodes and having to buy back all the upgrades you reset on).
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TRS


%%* WhatDoYouMeanItWasntMadeOnDrugs: The ending. See TrippyFinaleSyndrome for more details.

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%%* WhatDoYouMeanItWasntMadeOnDrugs: The ending. See TrippyFinaleSyndrome for more details.
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I FINALLY figured out my problem, I needed to use both Scaling AND Flat Token boosts. Man am I dumb.


** The section between Tokens 10 and 11 is an agonizing slog to get through, since all of the Element resource boosters are set to best amount bought, leaving only the Minigame resource boosters, but Token milestone 9 doesn't provide a direct boost and you're over e200 Life Points away from the next cost, resulting in you having nothing to do besides alternate boosting color amounts and A/B amounts, with no clear point where you'll get a good points boost.
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** The section between Tokens 10 and 11 is an agonizing slog to get through, since all of the Element resource boosters are set to best amount bought, leaving only the Minigame resource boosters, but Token milestone 9 doesn't provide a direct boost and you're over e200 Life Points away from the next cost, resulting in you having nothing to do besides alternate boosting color amounts and A/B amounts, which can take hours due to having to guess when to switch for A and B.

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** The section between Tokens 10 and 11 is an agonizing slog to get through, since all of the Element resource boosters are set to best amount bought, leaving only the Minigame resource boosters, but Token milestone 9 doesn't provide a direct boost and you're over e200 Life Points away from the next cost, resulting in you having nothing to do besides alternate boosting color amounts and A/B amounts, which can take hours due to having to guess when to switch for A and B.with no clear point where you'll get a good points boost.
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** The section between Tokens 10 and 11 is an agonizing slog to get through, since all of the Element resource boosters are set to best amount bought, leaving only the Minigame resource boosters, but Token milestone 9 doesn't provide a direct boost and you're over e200 Life Points away from the next cost, resulting in you having nothing to do besides alternate boosting color amounts and A/B amounts, which can take hours.

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** The section between Tokens 10 and 11 is an agonizing slog to get through, since all of the Element resource boosters are set to best amount bought, leaving only the Minigame resource boosters, but Token milestone 9 doesn't provide a direct boost and you're over e200 Life Points away from the next cost, resulting in you having nothing to do besides alternate boosting color amounts and A/B amounts, which can take hours.hours due to having to guess when to switch for A and B.
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** The section between Tokens 10 and 11 is an agonizing slog to get through, since all of the Element resource boosters are set to best amount bought, leaving only the Minigameresource boosters, but Token milestone 9 doesn't provide a direct boost and you're over e200 Life Points away from the next cost, resulting in you having nothing to do besides alternate boosting color amounts and A/B amounts, which can take hours.

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** The section between Tokens 10 and 11 is an agonizing slog to get through, since all of the Element resource boosters are set to best amount bought, leaving only the Minigameresource Minigame resource boosters, but Token milestone 9 doesn't provide a direct boost and you're over e200 Life Points away from the next cost, resulting in you having nothing to do besides alternate boosting color amounts and A/B amounts, which can take hours.
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I'm at a wall here and can't find a guide to break through, so I'm assuming this is the same for everybody, so unless someone knows what I'm missing I'm adding this.

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** The section between Tokens 10 and 11 is an agonizing slog to get through, since all of the Element resource boosters are set to best amount bought, leaving only the Minigameresource boosters, but Token milestone 9 doesn't provide a direct boost and you're over e200 Life Points away from the next cost, resulting in you having nothing to do besides alternate boosting color amounts and A/B amounts, which can take hours.


* TrueArtIsIncomprehensible: A common response from those who disliked the film. Expect the word "pretentious" to get thrown around. A lot.
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** The Chromosomes layer is an absolute slog to get through, both before and after it's split from the "Animals" layer. Before the split, having to click on each Gene node to upgrade it is incredibly slow and monotonous (and automation of this layer isn't unlocked for a long time). After the split, there are achievements that, when achieved, grant you necessary upgrades to progress. The only problem is that most of these achievements require you to have a very specific number of levels on most of the Gene nodes and without each number exceeding a certain value (i.e. "17 nodes must have a prime/composite number of levels less than X"). Not only must the nodes be clicked in an extremely precise order, but if you accidentally double-click one of them and go over the limit, you must reset the nodes and try again. And you may not even realise that the achievement is unobtainable at the current point in the game unless you try (which requires resetting the nodes and having to buy back all the upgrades you reset on).
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* CatharsisFactor: For many pre-v2.023 players, the Humans layer felt like a total slog because of its slowness and repetitive content. After that patch came out, the addition of a Bulk button and various boosts from Researchers made running through that layer again at blazing speed an immensely satisfying task.

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* CatharsisFactor: For many pre-v2.023 players, the Humans layer felt like a total slog because of its slowness and repetitive content. After that patch came out, the addition of a Bulk button and various boosts from Researchers made running through a large chunk of that layer again at blazing speed an immensely satisfying task.

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Added an example.


* CatharsisFactor: For many pre-v2.023 players, the Humans layer felt like a total slog because of its slowness and repetitive content. After that patch came out, the addition of a Bulk button and various boosts from Researchers made running through that layer again at blazing speed an immensely satisfying task.



** The Humans level is especially tedious when each milestone's and the later upgrades' effects are [[DoubleUnlock basically split into sub-milestones]] where you need to wait for Thoughts to accumulate so that you can purchase buyables and get Plants/Thoughts/Humans above the milestone count. There's also a whopping 100 milestones, not counting in the sub-milestones for most of them, and the time it takes to reach each sub-milestone is noticeably long, causing it to be a rather long slog. Thankfully, once you're past the last milestone, there are some challenges to break up the monotony and progress feels faster in general.

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** The Humans level layer is especially tedious when each milestone's and the later upgrades' effects are [[DoubleUnlock basically split into sub-milestones]] where you need to wait for Thoughts to accumulate so that you can purchase buyables and get Plants/Thoughts/Humans above the milestone count. There's also a whopping 100 milestones, not counting in the sub-milestones for most of them, and the time it takes to reach each sub-milestone is noticeably long, causing it to be a rather long slog. Thankfully, once you're past the last milestone, there are some challenges to break up the monotony and progress feels faster in general. V2.023 also helped speed it up a lot with the "Bulk" feature that bulks all buyables and grants fifty seconds of Thought production with a single click.
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* SpiritualSuccessor: The film deals with many of the same themes and ideas as Creator/DarrenAronofsky's ''Film/TheFountain'' from a few years prior, and its narrative and visual style has a few parallels to it. Notably, a major plot point in that film involves a character searching for...the Tree of Life.
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From what I can tell.


** The Humans level is especially tedious when each milestone's and the later upgrades' effects are [[DoubleUnlock basically split into sub-milestones]] where you need to wait for Thoughts to accumulate so that you can purchase buyables and get Plants/Thoughts/Humans above the milestone count. There's also a whopping 100 milestones, not counting in the sub-milestones for most of them, and the time it takes to reach each sub-milestone is noticeably long, causing it to be a rather long slog.

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** The Humans level is especially tedious when each milestone's and the later upgrades' effects are [[DoubleUnlock basically split into sub-milestones]] where you need to wait for Thoughts to accumulate so that you can purchase buyables and get Plants/Thoughts/Humans above the milestone count. There's also a whopping 100 milestones, not counting in the sub-milestones for most of them, and the time it takes to reach each sub-milestone is noticeably long, causing it to be a rather long slog. Thankfully, once you're past the last milestone, there are some challenges to break up the monotony and progress feels faster in general.
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* ArchivePanic: Out of all the tree games, this one is the most likely to induce fear from its sheer amount of content. It has received over 300 patches with 25 layers to get through, which will take at least a week of total game time, and even the ''first'' layer is split into multiple minigames that take a while to complete (and buying one squares the cost of the other). And once you have finished the main game, there's always extreme mode with even more content to get through.

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* ArchivePanic: Out of all the tree games, this one is the most likely to induce fear from its sheer amount of content. It has received over 300 400 patches with 25 layers to get through, which will take at least a week of total game time, and even the ''first'' layer is split into multiple minigames that take a while to complete (and buying one squares the cost of the other). And once you have finished the main game, there's always extreme mode with even more content to get through.
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Seems like it's finalized at 100.


** The Humans level is especially tedious when each milestone's and the later upgrades' effects are [[DoubleUnlock basically split into sub-milestones]] where you need to wait for Thoughts to accumulate so that you can purchase buyables and get Plants/Thoughts/Humans above the milestone count. There's also a whopping 72+ milestones, not counting in the sub-milestones for most of them, and the time it takes to reach each sub-milestone is noticeably long, causing it to be a rather long slog.

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** The Humans level is especially tedious when each milestone's and the later upgrades' effects are [[DoubleUnlock basically split into sub-milestones]] where you need to wait for Thoughts to accumulate so that you can purchase buyables and get Plants/Thoughts/Humans above the milestone count. There's also a whopping 72+ 100 milestones, not counting in the sub-milestones for most of them, and the time it takes to reach each sub-milestone is noticeably long, causing it to be a rather long slog.
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None


** The Humans level is especially tedious when each milestone's and the later upgrades' effects are basically split into sub-milestones where you need to wait for Thoughts to accumulate so that you can purchase buyables and get Plants/Thoughts/Humans above the milestone count. There's also a whopping 72+ milestones, not counting in the sub-milestones for most of them, and the time it takes to reach each sub-milestone is noticeably long, causing it to be a rather long slog.

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** The Humans level is especially tedious when each milestone's and the later upgrades' effects are [[DoubleUnlock basically split into sub-milestones sub-milestones]] where you need to wait for Thoughts to accumulate so that you can purchase buyables and get Plants/Thoughts/Humans above the milestone count. There's also a whopping 72+ milestones, not counting in the sub-milestones for most of them, and the time it takes to reach each sub-milestone is noticeably long, causing it to be a rather long slog.
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None


** The Humans level is especially tedious when each milestone's and the later upgrades' effects are basically split into sub-milestones where you need to wait for Thoughts to accumulate so that you can purchase buyables and get Plants/Thoughts/Humans above the milestone count. There's also a whopping 64+ milestones, not counting in the sub-milestones for most of them, and the time it takes to reach each sub-milestone is noticeably long, causing it to be a rather long slog.

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** The Humans level is especially tedious when each milestone's and the later upgrades' effects are basically split into sub-milestones where you need to wait for Thoughts to accumulate so that you can purchase buyables and get Plants/Thoughts/Humans above the milestone count. There's also a whopping 64+ 72+ milestones, not counting in the sub-milestones for most of them, and the time it takes to reach each sub-milestone is noticeably long, causing it to be a rather long slog.
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** By clicking to reset for Plants when they reset nothing fast enough, it's possible to build up an exorbitant amount of them. Lessened once the game makes those amounts less insane.

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** By clicking to reset for Plants when they reset nothing fast enough, it's possible to build up an exorbitant amount of them. Lessened once the game makes those amounts less insane.insane and eventually fixed.
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* ScrappyMechanic: The Human layer's milestones and later upgrades do not give a full effect, only giving incremental amounts of effects at set amounts of Plants/Thoughts/Humans, essentially making them sub-milestones. What makes this an irritating mechanic in an otherwise-enjoyable game is that each sub-milestone requires actively purchasing buyables for a considerable amount of time, often requiring a substantial amount of waiting and thus padding out the length of the node.
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** The Humans level is especially tedious when each milestone's effect is basically split into smaller milestones where you need to wait for Thoughts to accumulate so that you can purchase buyables and get Plants/Thoughts/Humans above the milestone count. There's also a whopping 64+ milestones, not counting in the sub-milestones for most of them, and the time it takes to reach each sub-milestone is noticeably long, causing it to be a rather long slog.

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** The Humans level is especially tedious when each milestone's effect is and the later upgrades' effects are basically split into smaller milestones sub-milestones where you need to wait for Thoughts to accumulate so that you can purchase buyables and get Plants/Thoughts/Humans above the milestone count. There's also a whopping 64+ milestones, not counting in the sub-milestones for most of them, and the time it takes to reach each sub-milestone is noticeably long, causing it to be a rather long slog.
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None


** The Humans level is especially tedious when each milestone's effect is basically split into smaller milestones where you need to wait for Thoughts to accumulate so that you can purchase buyables and get Plants/Thoughts/Humans above the milestone count. The time it takes to reach each between-milestone is noticeably long, causing it to seem like {{Padding}}. There's also a whopping 64 milestones, not counting in the sub-milestones for most of them.

to:

** The Humans level is especially tedious when each milestone's effect is basically split into smaller milestones where you need to wait for Thoughts to accumulate so that you can purchase buyables and get Plants/Thoughts/Humans above the milestone count. The time it takes to reach each between-milestone is noticeably long, causing it to seem like {{Padding}}. There's also a whopping 64 64+ milestones, not counting in the sub-milestones for most of them.them, and the time it takes to reach each sub-milestone is noticeably long, causing it to be a rather long slog.
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None


** The Humans level is especially tedious when each milestone's effect is basically split into smaller milestones where you need to wait for Thoughts to accumulate so that you can purchase buyables and get Thoughts/Humans above the milestone count. The time it takes to reach each between-milestone is noticeably long, causing it to seem like {{Padding}}. There's also a whopping 64 milestones, not counting in the sub-milestones for most of them.

to:

** The Humans level is especially tedious when each milestone's effect is basically split into smaller milestones where you need to wait for Thoughts to accumulate so that you can purchase buyables and get Thoughts/Humans Plants/Thoughts/Humans above the milestone count. The time it takes to reach each between-milestone is noticeably long, causing it to seem like {{Padding}}. There's also a whopping 64 milestones, not counting in the sub-milestones for most of them.

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* ThatOneLevel: The first run-through of Minigame D (the Car minigame) is rather boring and tedious yet requires nearly-constant input, requiring you to buy from several upgrades while also clicking to refuel the car. It takes quite a long while to complete this stage.

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* ThatOneLevel: ThatOneLevel:
**
The first run-through of Minigame D (the Car minigame) is rather boring and tedious yet requires nearly-constant input, requiring you to buy from several upgrades while also clicking to refuel the car. It takes quite a long while to complete this stage.stage.
** The Humans level is especially tedious when each milestone's effect is basically split into smaller milestones where you need to wait for Thoughts to accumulate so that you can purchase buyables and get Thoughts/Humans above the milestone count. The time it takes to reach each between-milestone is noticeably long, causing it to seem like {{Padding}}. There's also a whopping 64 milestones, not counting in the sub-milestones for most of them.

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