
JT Mckend
I love reading manhwa so I got this for it's underlying premise. However after level 2, progression no longer comes from playing the game (because upgrades don't scale but costs do, so they become effectively worthless) but watching adds for skins with better bonuses. This was fine because at first watching ads felt very rewarding, until level 13 when I had both AA fire and skin. at which ads where no longer viable either and there was no way to progress in the game. (even If you did pay...)
40 people found this review helpful
Thanks for the detailed feedback. We get how frustrating the progression curve feels. We’re sharing your input with the devs. For help or suggestions, you can always reach us at contact+legend-of-fireball@tap-nation.io.

Justin Larkins
So, I generally enjoy tap games like this; however, this game just doesn't cut it. the idle time settings are irrelevant (2 hour max, while only giving you 1/100th of a single items worth of funds; example: 1 item destroyed is 61.2T gold, and take 3 seconds, but while idle, the maximum received for 2 hours is 200B). The way stamina is used is unclear and very ill defined. You can't get stronger and be relevant without it preventing you from attacking more than 3/4 times. Just very badly balanced
9 people found this review helpful

Michael Sessions
I'm giving it a 2 star because of balancing issues and lack of mechanics. As an example, I get $2.9T from destroying an item. But after 2 hrs of offline time, I get $44B. Why is it so much lower? Other than destroying the item, there's not much there. Game feels light on progression mechanics. If I talk about the a.d.s. I'll just get an automated response on here. But you have to watch a lot to get a little. The trade-off isn't worth it.
50 people found this review helpful