1. If you complete the previous level and then return to the last one, the target will be significantly smaller (I had a target of 7 million, but after the bug it became 150k).
2. If you move the cursor above the cannon, it will turn in a strange direction the direction. The ball will fly out of the side of the cannon.
I’m organizing an itch.io community bundle. All proceeds go 100% directly to itch.io. If you’d like to join, here’s the submission jam: https://itch.io/jam/thank-you-itch. This is a huge opportunity to support Itch.io for creating such an amazing platform. If not, that’s completely fine.
The balance is off. I got through the whole upgrade tree without even prestiging once. Then I found out you can't save up before a prestige to get an advantage, but once it got to needing tens of points to prestige I'd be filling the whole thing up again.
Hey thanks for your feedback, I've re-balanced a lot of things in the game, unfortunately I've changed a lot of the core logic and had to change the save file so their might be a chance that your save will be reset but feel free to try it out again. The steam playtest is still using an old version at this time.
Does it save? It crashed on me and I had to start over from zero.
I really struggle to see which upgrades are taken and which are not. It's the lack of contrast and the color choice. Maybe make that more obvious for those of us with less than perfect vision?
Yes it saves. Upgrade borders are white/gray when you can buy them still, red when too expensive and green with checkmark when you bought all levels. For people with regular vision like me it's fine, but can imagine that for colorblind people red and green are an issue.
I can tell the difference when looking very closely, but scanning for something to buy is hard. Not colorblind, more of a contrast/brightness thing, but the color blind would also benefit from a bigger difference.
Had the full upgrade map purchased and achieved first prestige leven in about half an hour playing. It was nice and engaging, but that might be a bit too fast?
Ah ok, fair enough, maybe that's true, it is quite a casual game in the end. Still felt too fast for me though. With these kind of games I expect a little more grinding, to increase the satisfaction later :-)
Nooooo you broke savegame progress!!! Well, understandable this happens sometimes, still sucks though. Although, to be fair, I purchased all the upgrades already I think.
I like that you added zooming to the upgrade screen.
I'm grinding for 60 BP and finding it very slow. The upgrades that put BP on the field and in the cups seem intermittent. Sometimes I hit the BP in the cups but still only get 1 when I finish the level :/ Is there some extra thing I have to do for it to count?
EDIT: it seems like
* the ones in the field just don't do anything
* if I beat a new level, I only get 1 even if there were any in the cups
* if I beat an old level, I get the ones from the cups
And once the timer is zero, even if a ball is still bouncing around and lands in a cup with a BP in it, I don't get that BP.
Updated version is so much better than the previous! In nearly every way. However, I have encountered a few glitches
Sometimes, the currency earned during a round just doesn't get added to my total. For example, if I have zero reds and earn 100 reds in this match, the total stays at zero. This goes for all currencies except prestige. This actually happened quite a few times, slowing down progress.
After prestiging, I suddenly have peg upgrades like bronze, silver, purple, cyan etc. It does not reflect on the skill tree at all.
possible bug? I started with playing Plinko mode and got to lvl 15, and then tried to play the tower defense mode, but it started me at lvl 15 with no way to change it, pretty much impossible to gain resources in a reasonable amt of time :(
I like the new version. The options button is a welcome addition to restore full screen again. Also, seeing your 'money' in-game is nice, as is seeing the damage you do with every hit. Big improvements!
What I don't like is the skull icon instead of the dark border when a peg is decaying, makes the screen more cluttered, I'd stick with the dark border.
Also, I cannot really judge balancing anymore. I was at level 11 yesterday which was quite a struggle to get through. And in the past minutes I just blasted through level 11 and level 12. So either the balance might be off now, in favor of the player, or I was forced grinding too much in the previous versions so I'm now overpowered, I do have almost the full upgrade tree covered.
Also, the blue squares seem to add up like mad now, whereas in the previous version that was really slow. Is that a 'scaling with level' that I missed or that didn't work before?
And, the firing rate also drastically increased with this new version, but I also purchased an upgrade (or more) for this. The effect is just way bigger than it was before.
The level progress also goes way faster now. Just now in level 15 I reached 100% in the first seconds already.
And, some suggestion:
Create a pause option in-game, also adding a settings button there, so I can go back to full screen when I go out mid-game. Not high prio, but a small QoL improvement :-)
Add a zoom in/out option to the upgrade map, makes it easier to look around, especially when you're pretty far upgraded
About the pulse attack at cursor upgrade in relation with the aiming.
My cursor is usually nowhere near the playing field, because I need to move my mouse in the upper section of the screen to aim my cannon in the right direction. If you calibrate this differently, it would be better to aim directly at the mouse cursor or something. In the screenshot you see my mouse cursor (pulse attack is visible) on the top right of the screen.
Fair point, my point was not only about the pulsing btw, it's more the aiming that feels 'off'. But indeed, I can imagine that picking up stuff also interferes similarly, although it's also a tradeoff, between going for the aiming or for the pickup.
Hey nice! You keep updating it, right? Because at some point this week suddenly level 2 felt more balanced. I am now at Level 5, almost out of powerups to choose from and a few new ones popped up. Nice!
Yep, I've been slowly updating the game and trying to balance it, there will be more and more upgrades added over the next week or two as I prepare the game for the steam release. Hope you enjoy the the content :)
It's pretty polished, plays really well and is even kinda addictive, but like the user below said, to me it feels like I'm a loooong way from making it through level 2 and I've been upgrading quite a bit. I think progression should be faster for keeping me engaged. I'm still playing, but I feel I'm losing interest.
Oh and a small QoL improvement, when you escape out of full screen there's no way of going back without restarting the game. At least I haven't found it.
Concept's fun and keeps me engaged, and it looks very clean. But right off the bat I feel like some upgrade balancing is needed, and I'm feeling a bit frustrated by ball damage in particular (at least at the very start of the early game, in this early build):
I start with [1 damage] (kills pegs in 4 hits)
+1 upgrade: [2 damage] (kills pegs in 2 hits)
+1 upgrade: [3 damage] (kills pegs in 2 hits)
+5% upgrade: [3.05 damage] (kills pegs in 2 hits) (also that's not how 5% works)
+5% upgrade: [3.10 damage] (still kills pegs in 2 hits)
The pegs having just barely a sliver of health left (visually) made me feel encouraged to try to get the expensive (but paltry-looking) 5% damage upgrades, but as you can see above, only the very first upgrade I purchased increased my clear rate and there's no other flat damage upgrades in sight yet to help me 1-shot the (presumably) 4 HP pegs.
I thought maybe it would still helping me by having "mostly-dead pegs" deal less damage to my balls (proportional to the overkill damage I kill them with or something? so using 1 dmg to kill a 0.5 hp ball would assign the ball 50% of the full peg damage) but the game doesn't seem to work like that.
Agreed. Early game progression would have been more satisfying if the flat and percent-based damage upgrades had been balanced to solve the most immediate problem and push us into the next levels. The lightning and bomb upgrades do contribute to the ultimate solution, but the timing is off.
I'm going to re-balance the game a little bit more soon but I've actually updated some of the early damage modifiers, there was also a bug around displaying and applying of percentage values which I didn't catch in development.
I really like the idea about reducing the peg damage as the pegs lose health so I will probably implement that in the next update.
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It's a good game, but I found a few bugs.:
1. If you complete the previous level and then return to the last one, the target will be significantly smaller (I had a target of 7 million, but after the bug it became 150k).
2. If you move the cursor above the cannon, it will turn in a strange direction the direction. The ball will fly out of the side of the cannon.
Hi louidev,
I’m organizing an itch.io community bundle. All proceeds go 100% directly to itch.io. If you’d like to join, here’s the submission jam: https://itch.io/jam/thank-you-itch.
This is a huge opportunity to support Itch.io for creating such an amazing platform.
If not, that’s completely fine.
newest version is amazing
The balance is off. I got through the whole upgrade tree without even prestiging once. Then I found out you can't save up before a prestige to get an advantage, but once it got to needing tens of points to prestige I'd be filling the whole thing up again.
Hey thanks for your feedback, I've re-balanced a lot of things in the game, unfortunately I've changed a lot of the core logic and had to change the save file so their might be a chance that your save will be reset but feel free to try it out again.
The steam playtest is still using an old version at this time.
Does it save?
It crashed on me and I had to start over from zero.
I really struggle to see which upgrades are taken and which are not. It's the lack of contrast and the color choice. Maybe make that more obvious for those of us with less than perfect vision?
Other than that. Neato!
Yes it saves. Upgrade borders are white/gray when you can buy them still, red when too expensive and green with checkmark when you bought all levels. For people with regular vision like me it's fine, but can imagine that for colorblind people red and green are an issue.
I can tell the difference when looking very closely, but scanning for something to buy is hard. Not colorblind, more of a contrast/brightness thing, but the color blind would also benefit from a bigger difference.
cheers!
I will try and update this to help with contrast issue soon
I moved some bugs and ideas I had from here to your Discord, hence my deleted posts below.
Had the full upgrade map purchased and achieved first prestige leven in about half an hour playing. It was nice and engaging, but that might be a bit too fast?
Nah
Nah?
just mildly disagreeing that it’s too fast, I think it’s fine :)
Ah ok, fair enough, maybe that's true, it is quite a casual game in the end. Still felt too fast for me though. With these kind of games I expect a little more grinding, to increase the satisfaction later :-)
Nooooo you broke savegame progress!!! Well, understandable this happens sometimes, still sucks though. Although, to be fair, I purchased all the upgrades already I think.
I like that you added zooming to the upgrade screen.
Sorry about that! I had to make some breaking changes, I'll try and prevent it from happening in the future.
Thank you also for all your feedback on the game, its been super helpful and I'm glad you're enjoying it
I'm grinding for 60 BP and finding it very slow. The upgrades that put BP on the field and in the cups seem intermittent. Sometimes I hit the BP in the cups but still only get 1 when I finish the level :/ Is there some extra thing I have to do for it to count?
EDIT: it seems like
* the ones in the field just don't do anything
* if I beat a new level, I only get 1 even if there were any in the cups
* if I beat an old level, I get the ones from the cups
And once the timer is zero, even if a ball is still bouncing around and lands in a cup with a BP in it, I don't get that BP.
ah I'll fix that up, sorry about that!
Thanks! I think that will help the curve.
Updated version is so much better than the previous! In nearly every way. However, I have encountered a few glitches
I am still gonna be playing this like crazy
thanks for reporting this, i'll fix it up!
possible bug? I started with playing Plinko mode and got to lvl 15, and then tried to play the tower defense mode, but it started me at lvl 15 with no way to change it, pretty much impossible to gain resources in a reasonable amt of time :(
Oh sorry to hear that, I'll look into it asap
should be fixed now
I like the new version. The options button is a welcome addition to restore full screen again. Also, seeing your 'money' in-game is nice, as is seeing the damage you do with every hit. Big improvements!
What I don't like is the skull icon instead of the dark border when a peg is decaying, makes the screen more cluttered, I'd stick with the dark border.
Also, I cannot really judge balancing anymore. I was at level 11 yesterday which was quite a struggle to get through. And in the past minutes I just blasted through level 11 and level 12. So either the balance might be off now, in favor of the player, or I was forced grinding too much in the previous versions so I'm now overpowered, I do have almost the full upgrade tree covered.
Also, the blue squares seem to add up like mad now, whereas in the previous version that was really slow. Is that a 'scaling with level' that I missed or that didn't work before?
And, the firing rate also drastically increased with this new version, but I also purchased an upgrade (or more) for this. The effect is just way bigger than it was before.
The level progress also goes way faster now. Just now in level 15 I reached 100% in the first seconds already.
And, some suggestion:
About the pulse attack at cursor upgrade in relation with the aiming.
My cursor is usually nowhere near the playing field, because I need to move my mouse in the upper section of the screen to aim my cannon in the right direction. If you calibrate this differently, it would be better to aim directly at the mouse cursor or something. In the screenshot you see my mouse cursor (pulse attack is visible) on the top right of the screen.
Yeah I'm gonna rethink this mechanic, I think I'll either make it so it only pulses when your mouse is in the playfield or make it on ball breaking.
Funny enough this is the same reason I got rid of picking up resources with the mouse cursor, I felt like it conflicted with the aiming mechanic
Fair point, my point was not only about the pulsing btw, it's more the aiming that feels 'off'. But indeed, I can imagine that picking up stuff also interferes similarly, although it's also a tradeoff, between going for the aiming or for the pickup.
How do you obtain blue squares btw?
Edit: Nvm, got it, wasn't far enough yet.
Hey nice! You keep updating it, right? Because at some point this week suddenly level 2 felt more balanced. I am now at Level 5, almost out of powerups to choose from and a few new ones popped up. Nice!
Yep, I've been slowly updating the game and trying to balance it, there will be more and more upgrades added over the next week or two as I prepare the game for the steam release. Hope you enjoy the the content :)
I do, I'm having fun and keep being interested in progressing, finding out what's next, so keep up the good work!
It's pretty polished, plays really well and is even kinda addictive, but like the user below said, to me it feels like I'm a loooong way from making it through level 2 and I've been upgrading quite a bit. I think progression should be faster for keeping me engaged. I'm still playing, but I feel I'm losing interest.
Oh and a small QoL improvement, when you escape out of full screen there's no way of going back without restarting the game. At least I haven't found it.
Concept's fun and keeps me engaged, and it looks very clean. But right off the bat I feel like some upgrade balancing is needed, and I'm feeling a bit frustrated by ball damage in particular (at least at the very start of the early game, in this early build):
also that's not how 5% works)The pegs having just barely a sliver of health left (visually) made me feel encouraged to try to get the expensive (but paltry-looking) 5% damage upgrades, but as you can see above, only the very first upgrade I purchased increased my clear rate and there's no other flat damage upgrades in sight yet to help me 1-shot the (presumably) 4 HP pegs.
I thought maybe it would still helping me by having "mostly-dead pegs" deal less damage to my balls (proportional to the overkill damage I kill them with or something? so using 1 dmg to kill a 0.5 hp ball would assign the ball 50% of the full peg damage) but the game doesn't seem to work like that.
Agreed. Early game progression would have been more satisfying if the flat and percent-based damage upgrades had been balanced to solve the most immediate problem and push us into the next levels. The lightning and bomb upgrades do contribute to the ultimate solution, but the timing is off.
Thanks so much for the feedback!
I'm going to re-balance the game a little bit more soon but I've actually updated some of the early damage modifiers, there was also a bug around displaying and applying of percentage values which I didn't catch in development.
I really like the idea about reducing the peg damage as the pegs lose health so I will probably implement that in the next update.