Cell to Singularity: Evolution Never Ends | a Review
originally published on 28/09/2023;
Hello everyone, I am the creature that is more nothing than something, G.E.M.Simov, a being of unfathomable stupidity, here to tell you about "Cell to Singularity: Evolution Never Ends".
Simple review details - I rank games on an out of 10 basis, granting up to 3 points in 3 categories, as well as a last, single point from my own self, depending on my experience with it.
In addition to that, this is an IDLE game. Those are barely proper games and so I will put in less effort with reviewing them than I would otherwise.
Gameplay
As with all idle games, this one likes to make the Player click things and wait. In the case of this one, it is exclusively clicking and waiting, though unlike some other games in the genre, clicking remains a useful means of progressing.
Let me rephrase that. Clicking is a means of collecting currency - of which there are three in Cell to Singularity (CtS). The currency collected is the basic one, and it is needed for the procurement of new nodes. Nodes that are scattered over a tree-esque shape, going up.
The Player can unlock a node, and then they earn the opportunity to unlock other nodes that are connected to the unlocked node. Some connected nodes are inaccessible, unless a somewhat related node is purchased. By unlocking nodes, the Player progresses.
It is important to mention that there are two types of nodes. There are "single purchase" upgrade nodes, and then there are "multiple purchase" generator nodes.
Normally, the only way to generate currency is by clicking. However, by purchasing a generator node, the Player will start earning currency passively. The amount corresponds to the number of generator nodes purchased, of that particular variety, as well as the number of upgrade nodes related to that generator node.
So the way to play the game is very simple. Click to get money, then unlock a node. Then, click some more, get more money, and unlock another node. The nodes will help you with making more and more money, which you will need, because things get exponentially more expensive.
And that's all there is to it. Actually, no. There are OTHER things that one can do - related to the other currencies.
One of those currencies is represented by pink cubes. Pink cubes are a premium currency, meaning that it can be bought with real money. Conveniently, these Pink cubes can be used to "speed up time", making generators work overtime and provide more currency. In addition to that, they can be used to get some bonus currency every now and again.
When it comes to that every now and again, the one other mechanic of this game shows up. Occasionally, a special object will float past. If the Player clicks it, they will either receive a decent bit of currency, proportional to how much they produce, or they will be asked if they would like to exchange a Pink cube for some currency. There's also the option to exchange currency for more currency per Click for the next 30 minutes.
The rate of occurrence seems to be 50% - half the objects are invitations to buy currency with real money, the others are just currency. Nothing too imaginative or inventive, but it works.
Why, though? Well, because, much like other idle games, this one starts off quickly. Upgrades everywhere, new nodes constantly… And then it slows down. It starts taking more than 5 seconds of clicking. It takes 60 seconds. 300. 1200.
Constant clicking. Boredom will be the least of one's worries. Carpal tunnel is quite likely to visit the clicker.
Though this game does something else, which I think is quite smart. It allows for offline collection of currency, but then it also gives the Player a multitude of gamemodes, largely exclusive to one another… But while in one gamemode, the game treats the Player as being offline in the others, thus providing an opportunity to go to the other gamemode, experience some rapid growth, go back to the primary gamemode, unlock 1 node, then switch over to the other gamemode. Essentially, the game urges the Player to juggle it with itself.
Now, some gamemodes are carbon copies of the primary gamemode, but others are slightly different. They employ slightly different mechanics, which necessitate the clicking on nodes that passively produce currency so that any currency will get produced, and then it only does so once after a certain amount of time. It does not really change things, not fundamentally, but it is a surface-level change of pace that can momentarily overcome the tedium of clicking and waiting.
The unfortunate part of it is that this second gamemode, although far more engaging than the primary gamemode, is limited by the very specific, loop mechanic that it makes use of - every time the Player reaches the end of the tree-esque node collection, they reset and unlock a new node at the top of the tree. The tedium of how slowly things start taking place also overcomes this need to manually click on everything - especially when the option to automate that process is a mandatory part of progression.
Much like every idle game that does not cost money to purchase, and features an in-game shop, this one fails. CtS makes itself fun and engaging at the start, only to then slow down and become neither enjoyable nor appealing, all in favor of selling the Player convenience.
There is some light at the end of the tunnel, and that's the "Reality Engine", which is this idle game's Ascension equivalent - in essence, the Player undoes all their progress to get a few points of a special currency (Metabits) which can be used to purchase Upgrades and unlock new nodes.
At that point, things start picking up speed, but the damage is already done. It takes an obtusely long amount of time to get to the "reset" mechanic for this idle game, during at least half of which the player is already experiencing the tedium and insufficiencies that make this genre unpleasant.
Unfortunately, the same also applies for the remainder of the game - reaching a certain point and being forced to experience the tedium of an idle game, for, otherwise, resetting would make no difference. That is doubly problematic when paired with the fact that some nodes on the tree are only accessible after a certain point has been reached in the other gamemodes, which operate under different rules and are not affected by the "reset" mechanic of the primary gamemode, leading into situations necessitating 30+ minutes of waiting in between the acquisition of a single meaningful upgrade.
As unfortunate as it is, this game fails at delivering a consistently enjoyable experience. There are moments of goodness in it - such as the beginning and the period after a reset that features great growth and rapid progression - but those are interspersed between lengthy swathes of dead time spent doing nothing, or clicking one's health away. 2/3
Presentation
Surprisingly enough, this game looks really good! It is par for the course for this kind of game - idle games - to look good, as they need to reel the Player in, but then having such a particularly pleasant visual style is unexpected.
Things are done in low fidelity polygons, but the colors are just well enough adjusted so as to be pleasant to observe. Not only that, but low fidelity elements are not the focal point of the game. They only appear every once in a while, when "multiple purchase" nodes are unlocked, as a bit of a visual treat.
I have to admit that it lends itself to making the characters cute - such as the Plesiosaur, who's a real darling.
The music is also very well selected - it's mostly instrumental pieces with a few classics dropped in here and there, though there are some issues pertaining to it. Sometimes, it just cuts out and begins again. In addition to that, whenever a more special node is unlocked, it introduces a new song that tends to play regardless of where in the tree the Player is, meaning that some pieces wind up disappearing, or becoming far less common, the further along the tree-esque structure the Player progresses.
Now, the most egregious issue here is consistency, or lack thereof. The objects that urge the Player to buy Pink cubes are horrible, because whenever they appear, they cause a small window to pop up in the middle of the screen. Unlike every other window that can pop up on the screen, these do not go away when the Player clicks off of them. Not only that, but the Player can't make them go away - the button that removes the window does not remove the object, which is annoying.
Why do? I want to click like a maniac, not wait for this object to pass by my cursor - and no, moving the cursor is not the solution, because that reduces the rate at which the Player can click.
Another small issue arises with the descriptions of nodes. They can be minimized by clicking on them, but there is no indication that this can be done, nor is there any indication on how they can be brought back up. At one point I was left befuddled by the lack of relatively educational text bubbles, thinking to myself that this really makes it obvious that the developers of idle games care for the beginning of the game exclusively, but following an unfortunate click, I found out I can bring them back up.
Overall? Decent visuals, neat presentation, and even some voice acting! 2/3
Story
This game actually has a story, and it is not a thoroughly bad one. The Player is assisting an AI to simulate evolution. Over the course of this bit of assistance, the Player is treated to a slew of educational tidbits relating to almost everything - some more obscure than others - until they guide Evolution all the way up to humanity, then they help humanity reach the stars and, ultimately, achieve a Singularity.
Well, then the Simulation manages to achieve a Singularity, after some unforeseen events, and simply goes on. It keeps simulating and learning more and more about evolution… With no conclusive, proper "ending" to be considered. The additional game modes do provide some more flavor to the story, but there's nothing too special.
It is simple, but it is a lot better than nothing. The educational aspect is really valuable, and it provides entertainment I did not think I would find in such a game. Again, I must reiterate that the story is incredibly simple and bare bones, but compared to what other idle games offer - nothing - it is a lot better.
In addition to that, the educational aspect really gives it the extra point, otherwise it would not have been so well graded in this regard. 2/3
Legendary Point
Does this stinky idle game get the legendary point, so craved and wanted by all and none at the same time?
The educational aspect almost made me consider it, but no, it does not get the point. Stale, almost non-Gameplay, incredibly predatory monetization structure that makes the act of playing unpleasant, tedious and even painful - that's not how you should do games. 0/1
Conclusion
6/10. A deceptively decent score for a game that is, ultimately, nothing special. It does have a neat appearance and a neat educational aspect that carries it over the "barely average" grade. Do give it a go if you're a fan of idle games; otherwise, only tangle with it if you find the visuals especially appealing or would like to educate yourself in an unusual manner.
In the bag of mediocrity it goes. Dusty will be its fate, but at least it's not garbage.