Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

great feedback and i agree with or at least understand all of it. 

the "chain" thing is admittedly a fluid concept right now and one that's hard for players to reason about, for any definition of it. i think that's part of the confusion of clover + rainbow right now -- it actually has to be the SAME ball to hit rainbow(s) and then a clover. build v7 and earlier was "any ball" and it was insanely OP. now it's more under control but ppl don't understand why it doesn't trigger. it turns out its way too hard to understand the path of any one ball. even if i were to visually demarcate each ball's run individually in the scoring tray up top, it's just pointless to think someone is going to read it and grok it.

so, i'm searching for the distillation of these mechanics to maximize clarity and intuitiveness. i still don't have it yet, but working on it, in my head. when i get it, i will also revise trigger descriptions/logic to be very consistent with the definition. and yeah, i've had the same thought about the need for a glossary, which feels insane in a game like this -- so I wanna see if I can get it tweaked to a point of naturally intuitive before having to resort to that :/ 

other points: 

* pig feels bad, agreed, though coins as a whole are simply too powerful right now, so not sure about changing it.

* nudgers - yeah i removed Roo for this reason and I'm either going to figure out to fix the physics of Nudge or also remove/replace it. it just does something derpy most of the time right now.

* there have been other requests to show total # of spawns. i think eventually a little statistical breakdown per drop/run will be fun.

thanks for the feedback! glad you're still having fun!