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* ResetMilestones: Most of the layers in Row 2 and 3 have milestone that automate gains for previous layers or keep previous upgrades on their resets (most of the ones in Row 3 are redundant with each other).
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[[quoteright:308:https://static.tvtropes.org/pmwiki/pub/images/despacittreedelta10jun.png]]
[[caption-width-right:308:Shown: Prestige, Boosters, Generators, Tachyon, Enhance, Replicators.]]

''Despacit Tree Δ'' (or ''Despacit Tree Delta'') is an IdleGame made in UsefulNotes/TheModdingTree by Despacit and released in 2020. It's a fairly simple tree with layers inspired by mechanics from multiple games. As with many games from that creator, it isn't developed much, but still has some content and can be played for a while with no defined endgame.

The game can be played [[https://despacit-tree-delta-demo-two.glitch.me/ here]].
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!!This game provides examples of:
* AdamSmithHatesYourGuts: There's a huge spike in replicanti cost starting from 150 Replication Up and Effect Up buyables as well as 50 Generators from that layer.
* {{Cap}}: Replicanti are capped based on Replicanti Generators.
* ChallengeRun: There are three (technically four, but the last one is unfinished) challenges in the Stadium layer. Each one greatly weakens a resource or time speed, but reaching the prestige point goal provides a reward that improves production.
* ColorCodedForYourConvenience: Each layer has its own color.
** Prestige: Teal
** Boosters: Dark blue
** Generators: Dark green
** Tachyon: Blue
** Enhance: Purple
** Replicators: Lime
** Ascension: Light yellow
** Stadium: Pink
* EndlessGame: There's no defined endgame, but progress slows down drastically at 1e400 points.
* ExportSave: You can push a button to export the 2KB+ save file and another to import it into the game.
* LuckyCharmsTitle: The Greek letter Δ (delta) is part of the title.
* MegamixGame: The first three layers and the middle one in row 3 are nearly identical to the ones on ''VideoGame/PrestigeTree'', the layers on the middle-left and middle-right are inspired by mechanics from ''VideoGame/AntimatterDimensions'', while the ones on the far-left and far-right are taken from ''VideoGame/DistanceIncremental'' mechanics.
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