Theme: Procedural generation. Each layer has a name and upgrade names based on an in-game dictionary and a seed, though they repeat quickly.
Gameplay and core mechanics: You start off in the Original layer and gain a point every second, which can be spent on upgrades to produce more points. Once you have enough points, NG- and NG+ layers open up where you can reset for their own -ity points and buy their own set of upgrades, with four more upgrades than in the previous layer. NG- leads to NG— and NG-+ layers, NG+ leads to NG+- and NG++, and you can probably figure out how it continues. Layers with more - are typically slower and use smaller numbers, while those with more + have a tendency to progress faster and inflate. Accumulating enough points from a - layer from below lets you make the layer's upgrades stay on reset, while doing the same with the respective + layer lets you get 100% -ity points gained on ascension per second.
Balancing and difficulty: Very fast and effortless. The early portions are decently paced, but you can practically always buy an upgrade or reset for something later on, turning the game into a clickfest. I guess there's some strategy in waiting for or choosing the best upgrade, but it really doesn't matter.
Content on offer: Theoretically extremely long, with a 10-digit number of seeds and the balancing allowing you to spend a large amount of time on each... But would you really want to?
Polish and miscellaneous additions: I like the graphical style of the game, it resembles games in The Modding Tree but it looks very unique. No noticeable typos or glitches, though one word used for upgrade names may raise eyebrows (not offensive, but vulgar).
As a game, it's extremely monotonous and the novelty wears off quick. It was an April Fool's Day game that shows how procedural generation makes games boring, so I can't be too harsh, though there might be reasons to stick around. You could try recording in the Performance tab in Google Chrome to see just how much time is used for scripting compared to idle time (since the game lacks an ms/tick counter, you can't check that way). As the layers repeat names and aren't very colorful nor balanced in very different ways, I don't think it's worth trying to look through different seeds, but the game could work as a benchmark for single-core CPU performance (like "I am making 1e60 points/s in The Ascension Tree without lagging"). Or you need a ton of text that appears to be gibberish, the increasingly large save file could help with that. If you choose to do that, I suggest you spread out playing to a goal ranging from 10x to 1000x points/s every day, so that you avoid becoming tired with all the mindless gameplay. Ultimately, it's up to you, but I don't recommend playing longer than you want and especially not to have multiple playthroughs.
VideoGame A shallow, repetitive, mindless experience, but not entirely without use
As a game, it's extremely monotonous and the novelty wears off quick. It was an April Fool's Day game that shows how procedural generation makes games boring, so I can't be too harsh, though there might be reasons to stick around. You could try recording in the Performance tab in Google Chrome to see just how much time is used for scripting compared to idle time (since the game lacks an ms/tick counter, you can't check that way). As the layers repeat names and aren't very colorful nor balanced in very different ways, I don't think it's worth trying to look through different seeds, but the game could work as a benchmark for single-core CPU performance (like "I am making 1e60 points/s in The Ascension Tree without lagging"). Or you need a ton of text that appears to be gibberish, the increasingly large save file could help with that. If you choose to do that, I suggest you spread out playing to a goal ranging from 10x to 1000x points/s every day, so that you avoid becoming tired with all the mindless gameplay. Ultimately, it's up to you, but I don't recommend playing longer than you want and especially not to have multiple playthroughs.
Overall rank: X (Quality unclassifiable)