Truly annoying
Hi I ran out of energy in the game and like normal games you can ask for help to get some more without spending cash but everytime I send a message to ask for help it says it contains sensitive words , how does what should you do when you have no energy sound sensitive?, I kept asking through different ways and it didn’t explain why it was sensitive it got rid of the sentence which got more annoying.
Show more
Sstarearnings
Amazing but sometimes overwhelming
I love this game so far, but sometimes it seems like theres 10 million events and quests and tasks
WWeirdGhostey
Redemption code didn’t give what was promised.
I saw an ad for this game that included a redemption code that promised 100 golden eggs. I entered the game to redeem… Only to get a small amount of energy instead. I’m now left wondering if I’ve been tricked, or if the 100 eggs are for new players only (I’ve had the game since it came out a few weeks ago, so I might not necessarily count as new? IDK.) Otherwise, the game is alright. My only other complaint is how the game has more event/season exclusive environments than it does main-game environments. The main game feels so small compared to the amount of event/season exclusive environments.
Show more
IHI'm not here-
Great
Fun graphics
LLinitini
A Great Game for the First Week, Then the Paywall Becomes the Game.
Great game in theory, but completely ruined by aggressive monetisation.
I genuinely enjoyed my first few days playing this game. However, the more you play, the more you realise just how unprepared it is for a full release and how aggressively it pushes you towards spending real money.
The entire game revolves around catching Loomis and completing your gallery. Yet, completing that gallery as a free-to-play player is practically impossible. A significant portion of the collection is locked behind paywalls.
And don’t even get me started on the cool 3D Loomis, which are heavily featured in advertisements as one of the game’s most exciting features. Those are also completely locked behind payments.
And to be clear, I’m not against monetisation in games. Quite the opposite, actually. I’m perfectly happy to spend money on games I enjoy, and I often make purchases early on when a game makes a good first impression. I have no problem supporting developers financially, even before I’ve spent much time with their game.
My issue here isn’t even the prices themselves. It’s the sheer amount of content that is inaccessible without spending money. There’s a massive difference between offering optional purchases that enhance the experience and deliberately restricting core gameplay to push players towards paying.
Even the game’s speed is monetised.
A monthly subscription unlocks 2x game speed. At first, this might sound like a harmless quality-of-life feature. But after several days of playing, it becomes painfully obvious that the entire game, including its animations, was designed to run at 2x speed, or at least 1.5x.
Playing at the default speed feels like watching a YouTube video at 0.75x. Everything looks unnecessarily slow and awkward. It doesn’t feel like you’re paying for a convenience feature. It feels like you’re paying to experience the game at the speed it was originally designed for.
And then there’s the lack of meaningful content and progression.
There simply isn’t enough to do. The game attempts to introduce a tower-style PvE mode, where you clear increasingly difficult battles to earn rewards, but the overall gameplay remains extremely limited.
Another major part of the game is levelling up your Loomis, which essentially function as champions or heroes. At different stages, you need specific resources to upgrade them. Initially, these resources can be earned through various events and game modes, which seems perfectly reasonable.
However, once you reach a certain level, almost every further upgrade requires special resources that are incredibly difficult to obtain.
Technically, you can earn them through certain game modes, but these modes are rarely available, and obtaining meaningful rewards often requires you to rank among the very best players on the server.
And, of course, there’s a much easier alternative: buying those resources directly from the shop with real money.
This creates an absolutely ridiculous progression system where not only are the most powerful Loomis locked behind paywalls, but even levelling up your ordinary Loomis eventually becomes heavily restricted unless you’re willing to pay.
The result?
You’ll probably enjoy this game for a week or two, perhaps even less. The early progression is enjoyable, collecting Loomis feels rewarding, and the overall concept has genuine potential.
But eventually, you hit a wall. And it’s not a wall that requires more skill, better strategy, or even a reasonable amount of grinding to overcome. It’s a financial wall.
After spending enough time with the game to understand its systems, I’ve come to a fairly simple conclusion.
I would actually recommend giving it a try for a week or two. The initial experience can be genuinely fun.
But beyond that, there is very little left for free-to-play players or even those willing to spend a modest amount of money.
It’s a promising game with an enjoyable core concept, undermined by a monetisation system that seems determined to charge players for almost every meaningful aspect of the experience.
I genuinely enjoyed my first few days playing this game. However, the more you play, the more you realise just how unprepared it is for a full release and how aggressively it pushes you towards spending real money.
The entire game revolves around catching Loomis and completing your gallery. Yet, completing that gallery as a free-to-play player is practically impossible. A significant portion of the collection is locked behind paywalls.
And don’t even get me started on the cool 3D Loomis, which are heavily featured in advertisements as one of the game’s most exciting features. Those are also completely locked behind payments.
And to be clear, I’m not against monetisation in games. Quite the opposite, actually. I’m perfectly happy to spend money on games I enjoy, and I often make purchases early on when a game makes a good first impression. I have no problem supporting developers financially, even before I’ve spent much time with their game.
My issue here isn’t even the prices themselves. It’s the sheer amount of content that is inaccessible without spending money. There’s a massive difference between offering optional purchases that enhance the experience and deliberately restricting core gameplay to push players towards paying.
Even the game’s speed is monetised.
A monthly subscription unlocks 2x game speed. At first, this might sound like a harmless quality-of-life feature. But after several days of playing, it becomes painfully obvious that the entire game, including its animations, was designed to run at 2x speed, or at least 1.5x.
Playing at the default speed feels like watching a YouTube video at 0.75x. Everything looks unnecessarily slow and awkward. It doesn’t feel like you’re paying for a convenience feature. It feels like you’re paying to experience the game at the speed it was originally designed for.
And then there’s the lack of meaningful content and progression.
There simply isn’t enough to do. The game attempts to introduce a tower-style PvE mode, where you clear increasingly difficult battles to earn rewards, but the overall gameplay remains extremely limited.
Another major part of the game is levelling up your Loomis, which essentially function as champions or heroes. At different stages, you need specific resources to upgrade them. Initially, these resources can be earned through various events and game modes, which seems perfectly reasonable.
However, once you reach a certain level, almost every further upgrade requires special resources that are incredibly difficult to obtain.
Technically, you can earn them through certain game modes, but these modes are rarely available, and obtaining meaningful rewards often requires you to rank among the very best players on the server.
And, of course, there’s a much easier alternative: buying those resources directly from the shop with real money.
This creates an absolutely ridiculous progression system where not only are the most powerful Loomis locked behind paywalls, but even levelling up your ordinary Loomis eventually becomes heavily restricted unless you’re willing to pay.
The result?
You’ll probably enjoy this game for a week or two, perhaps even less. The early progression is enjoyable, collecting Loomis feels rewarding, and the overall concept has genuine potential.
But eventually, you hit a wall. And it’s not a wall that requires more skill, better strategy, or even a reasonable amount of grinding to overcome. It’s a financial wall.
After spending enough time with the game to understand its systems, I’ve come to a fairly simple conclusion.
I would actually recommend giving it a try for a week or two. The initial experience can be genuinely fun.
But beyond that, there is very little left for free-to-play players or even those willing to spend a modest amount of money.
It’s a promising game with an enjoyable core concept, undermined by a monetisation system that seems determined to charge players for almost every meaningful aspect of the experience.
Show more
SStricker_












