i love this game, but there are some things i would change.
- more stages/layers!! make like 5-10 layouts that repeat infinitely, gate it by making not only the stage, but your choice of weapon cost money with the same exponential growth scheme as purchasing the circles. make the income scale linearly. i "beat" the game in like 10 mins and i want more. lol make weapons and stages purchasable via GB, then do away with prestiege. prestiege in this case makes the system very closed and finite.
- the spillter is too easy, obv people want to put that on the lower stages cause increasing the number of balls massively increases your income. 10 way split is kinda OP, but you can say reduce the income of the 10 way split balls by like 75% or something to even it out. thats still much more money than you wouldve got for the one ball, but not as game breaking.
- reduce overall damage by about 90%, but make damage its own scaleable/puchasable trait per layer. this will make the game start slower, but overall that will be a good thing. brings in more "cookie clicker" vibes. you get one layer up and running, and even tho its slow, it generates income that can be used on upper layers, that then increase the drop rate in the lower layers and you get your gameplay loop.
- more weapons, and purchasable clauses to increase income you could add something like a gate to the bottom funnel that only opens when you weigh it down with enough balls/the number of the balls adds to certain amount, and opening the gate will bring you 100x(1^1.{layer number x upgrade level}) income or something would be dope.
then your off to the races, great game, great concept, this will be super fun as a mobile game. thank you for coming to my ted talk.
Thanks for the thorough suggestions! I have not been suggested the latter 2 before and those are interesting ideas. Adding layers to the economy can certainly absorb a lot the money gains that are currently in the game.
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Thanks for the game, it's fun to play.
Thanks for playing!
Im playing on mobile and its working well ,but is it normal that there is no music ?
(Also can't wait for the full game!)
Yep there is no sound. I always skip that when doing gamejam games just to throw in more content. And thank you!
Oh didint knew this was part of a gamejam
Hi, I don't have a pc, will you be adding a mobile version?
Sorry it'll be a while before that's out.
After 1 Month still no Save Game option?
Nah I don't intend to update this jam version. It's really meant to just be beaten in one sitting since it's a short game.
i love this game, but there are some things i would change.
- more stages/layers!! make like 5-10 layouts that repeat infinitely, gate it by making not only the stage, but your choice of weapon cost money with the same exponential growth scheme as purchasing the circles. make the income scale linearly. i "beat" the game in like 10 mins and i want more. lol make weapons and stages purchasable via GB, then do away with prestiege. prestiege in this case makes the system very closed and finite.
- the spillter is too easy, obv people want to put that on the lower stages cause increasing the number of balls massively increases your income. 10 way split is kinda OP, but you can say reduce the income of the 10 way split balls by like 75% or something to even it out. thats still much more money than you wouldve got for the one ball, but not as game breaking.
- reduce overall damage by about 90%, but make damage its own scaleable/puchasable trait per layer. this will make the game start slower, but overall that will be a good thing. brings in more "cookie clicker" vibes. you get one layer up and running, and even tho its slow, it generates income that can be used on upper layers, that then increase the drop rate in the lower layers and you get your gameplay loop.
- more weapons, and purchasable clauses to increase income you could add something like a gate to the bottom funnel that only opens when you weigh it down with enough balls/the number of the balls adds to certain amount, and opening the gate will bring you 100x(1^1.{layer number x upgrade level}) income or something would be dope.
then your off to the races, great game, great concept, this will be super fun as a mobile game. thank you for coming to my ted talk.
Thanks for the thorough suggestions! I have not been suggested the latter 2 before and those are interesting ideas. Adding layers to the economy can certainly absorb a lot the money gains that are currently in the game.
same
big agree