Kollectomaniac
Charts
$7.99

Kollectomaniac Reviews

A man offers you a job. Work at a log in the middle of the woods. Spend your money at the shop and improve your store. Don't stop collecting. Never miss collection day.  Sell to the nine walkers. Stay away from the computer game. This game is fun for: people new to video games & "gamers".
App ID3491740
App TypeGAME
Developers
Publishers Akmac Industries
Categories Single-player, Steam Achievements, Steam Cloud
Genres Casual, Indie, Strategy, Simulation, RPG, Adventure, Early Access
Release DateFebruary 2025
Platforms Windows, Mac, Linux
Supported Languages English

Kollectomaniac
4 Total Reviews
4 Positive Reviews
0 Negative Reviews
Negative Score

Kollectomaniac has garnered a total of 4 reviews, with 4 positive reviews and 0 negative reviews, resulting in a ‘Negative’ overall score.

Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 378 minutes
[h1] Note to reflect a big update: [/h1] this game previously just had you locked in one place, but now you can do some limited exploration at certain points, similar to a graphic adventure, like moving between the panels and doing various puzzles. Dev pretty much addressed all of the issues that I had with it, so with that being said, I think the game is in much better place now. Original review: ........... To stay lore accurate, developer somehow sold me a $5 game at $8.59. Teaching me game mechanics already. Essentially it's a [b]buy low, sell high[/b] shop simulator & rogue-lite, except that you don't actually know what the items are worth, it's very much trial and error, at least until you figure out the approximate price range of each item, and then you can make educated choices. I kinda like the vibes but there really isn't a lot to this game, for the most part it takes place on one screen, and you can visit the upgrade shop between each day, buying new features for your store that will increase your income or help you in some other way. Every 5 cycles you have to pay rent, and sooner or later it will catch up to you, so I guess that is where the "rogue-lite" comes in, although you can technically save between the days, which most games don't let you do. I assume the game does not have a real goal, you just keep playing until you lose? Personally when it comes to rogue-lites I still want to have some visual progression, even though I like the loop in this game I do think it can get stale in just a few hours, and overall I don't think that playing this game over and over would give me a different experience. As I understand the developer plans to have more features like resource gathering, which I assume will be a risk/reward mechanic, using your spare time instead of working at the store. I mean that would certainly help to add a bit of variety, but I still feel the game needs more visual milestones with some changes, otherwise there really isn't much to look forward to after you grasped the overall concept. Maybe you planning to add more walkers at later parts? I guess it's okay, I am not sure it's enough. In the current version the RNG can be very painful, I had games where I would buy an expensive item and it would get robbed 5 seconds later, completely ruining the run with little control over it. I don't mind the 'risk and reward' elements, usually they make these games better, but the game makes it very unclear why some things happen, or what some of the upgrades actually do for you, again putting more focus on trial and error and just pure luck. [h1] Pros: [/h1] (+) The entire game essentially comes down to resource management and 'risk vs reward'. I am kinda enjoying the tactics, but I have some reservations about it at the same time. What I do like about the game is that, the combination of limited time and price ranges kinda forces you to flex on the pricing, sometimes you want to sell later to get a better deal, sometimes you horde too many items and you just want to get some coin, and sometimes you can even take a loss just to meet the rent. (+) Kinda has some silly vibes and references, if you into that, I thought the game was very cute, just trying to estimate the value of random junk, which is usually worth more than you realize. (+) The developer patched in some extra navigational features, now you can do some point&click exploration in the forest occasionally, doing different gathering mini games and objectives [h1] Feedback: (outdated)[/h1] [b] (the recent patches added some graphic adventure elements when you go exploring, adding more visual variety and objectives to the game, so it's not just staying in the store the entire time anymore) [/b] - Is there no way to end the run during the selling phase, or exit to main menu? I don't mind that you don't want players to save the game at that point, but I still want to option to end the run at any point instead of ALF+F4 and entering the game again. Sometimes I just get bad RNG and want to restart. - Robbing never feels good to me. I bought an item for 15 coins and lost it 5 seconds later, instantly ending my run, it just does not make sense from practical progression, I think you should rework it into something more resonable or maybe even remove it completely. - So something I wish was a thing in the game, if I keep offering like a 1 coin lower price, say customer wants 5 minimum, but I keep offering 4, maybe there is like a 10% chance they will take it, as a risk & reward mechanic, either lose the customer or lowball for a better deal - I think you should ideally aim for some visual progression that isn't just more store upgrades or a few new items, and I also don't think that gathering will solve it. It's fine to make just a rogue-lite where you keep going, but there has to be something for me to look forward to as a reward for the challenge, and I am starting to feel like my runs end with nothing new. - The thing you said with the store items being intentionally obtuse, just not telling you how they benefit, even though some are more obvious than other. Honestly I think you confusing "no hand holding" with just keeping basic information away from the player. Making investments into upgrades is already a little sketchy, and it does not help that I don't even know what some things do for me. [b] Overall Thoughts on EA 5/13/2025 [/b] As of the "pistol" patch the game has a lot more to offer, every couple of days you can leave the shop and explore the game like a "graphic adventure" doing various puzzles and currency based objectives, having more visual variety, and things you can do in the game. The game might look simple, but there is a lot more to it now than what I originally played, so if you want to try something different, I would recommend, there is a lot of strategy and optimization to it, as well as all kinds of odd features as you make progress. [code]Niche, obscure and underrated games: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
👍 : 13 | 😃 : 0
Positive
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