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Made it to level 30.  I have some suggestions:  

Tutorial: Quality-of-life enchancement.  

Ability to remove/switch out pegs: I really think this should be a thing, to allow players to change up their layout mid-run.  Placing a peg on accident or wanting to perfect a certain peg layout hurts when you are unable to remove an orb. For example, I wanted to see what the eletric peg would do but now I can't really, and I'd like to replace it with a turret but cannot.

A fun, related idea would be to have the ability to upgrade a peg to a random, more expensive peg, because currently there's not much to use the money on (Also, upgrading the freeze peg doesn't seem to upgrade how long orbs are frozen for, which is what I thought would happen). 

Ways to make the game more difficult when going to higher level: Currently, it seems the only difficulty increase with higher levels is more orbs, and maybe ones that take more damage to break. This makes levels take longer and ultimately become kind of grindy/boring. 

So, every 5 levels or so, a "curse" could be added, something like "each orb has a 1% chance to duplicate itself when breaking into a smaller orb", or "each orb takes 1 less damage each time it takes damage", or "5% of orbs pass through the first peg they encounter", or "increased gravity: all orbs fall faster". This would make the game more and more difficult at higher levels. 

Alternatively, making the basic health purchase go up every few levels (for example, every 5 levels it costs 5 more coins) would also introduce some progressive difficulty. It feels like it is more cost effective to just keep saving money to heal, especially when upgraded pegs don't seem that much more powerful.

Balancing: Clearly, the freeze peg is insanely good.  I like the mechanics of it currently, but maybe make a limit on the number of each type of peg is available. This would encourage variety in layouts as well, making it so (what I believe is) the extremely powerful combo of freeze+fire+turrets isn't as good.

Bug(?): When orbs get frozen and then drop to the flat areas on the side, they lose all their momentum and usually stay on those ledges. I thought having turrets would solve that problem, but often when the turrets shoot the orbs they go towards the center for some reason, launching themselves into the holes. Probably caused by some interaction of the bullets and the orb when they colldie? I find it really annoying, as I lose out on potential money - when the turrets shoot the orb, I would expect the orb to move towards the corners, where it can just be shot repeatedly to make a profit. 

Anyways, this game has a lot of potential, hopefully my current build is nerfed a bit, the usage of other pegs (and upgrading pegs to higher levels) is buffed, and maybe some sort of gradual difficulty increase is added. 

Aiming for level 50 or bust!

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Hi there!  Whole lot to go through here so I wanted to wait until I had time to go through it all and respond thoughtfully  -really appreciate all the helpful feedback!  

Lots of great suggestions here!


Tutorial: I'm personally not a fan of tutorials but planned to add more hints to guide learning might add one

Removing orbs: completely agree and have this on my to do list -just haven't gotten to it yet (I'm juggling several other projects at the moment)

A note I mentioned in a previous update: the electric pegs aren't functional yet, they will link to create a sort of electric web -or at least that's the plan at the moment

Upgrading to a random peg: might be worth experimenting with!  That is a fun idea!

Difficulty/progression:  I have only the original level made for the jam at the moment with plans to add a lot more levels to progress through -I also want the levels to sort of change and evolve as rounds progress.  Also, the orbs hp does scale with each round but I was afraid I made it too difficult so scaled it back -I plan to make goals easy and difficult to add more fun here.  Also, in a similar style to the bloons games, I plan to add specific immunities to orbs in a future update (e.g. a red / blue one is immune to fire / ice) pegs

Also, as far as curses or specific events: I LOOOOVE THAT IDEA!  That sounds really fun and I've added it to the ol todo list! :D

Healing:  that's a very good point -have made note of this and will think on it

Limits on pegs might be needed in a level like this -but in future levels there will be more limited layouts that will be more difficult to spam

Bug: the turrets will shoot at the closet orb so they will eventually shoot stuck ones if there is nothing else to shoot -that said, I should have still sloped the corners so nothing could get stuck there -however, I do have plans to use the corners for other things, like bonuses and such

Anyway, the game is still very early in development and thank you for these amazing comments -really appreciate it and after reading through all this it's got me all inspired wanting to hurry up and get back to working on this game! :D  Thanks again!

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