Howdy frog! As you might already know, the game doesn't start on Steamdeck. I'd be happy to help you figure this out, if you don't have access to a Steamdeck, lmk if there's anything I can do. Would love to play in on the Steamdeck :)
newobject
Creator of
Recent community posts
yes, i want to take the game beyond week 7, because i want you to have the opportunity to pivot and refine your board. right now i'm thinking maybe 10 weeks. nice round number :) ~20 extra drops. i just need to figure out what happens when your board is full and you have no removal.
also, "destructible" items are coming in v11 (fireball being a destroyer) ... the chicken is not destructible yet, but i like where your idea is going :)
I love that! Nice to know it appeals to gamers of all ages :)
I agree, the game is definitely very easy right now. It's a bit of a spawn-o-rama. The game is pretty new and I'm working hard on the balance, it will probably swing back and forth between hard-ish and easy-ish until I start to get a grip on how to keep it balance :)
Thanks for playing!
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!
There's a mystery created by the anticipation that surely "something must happen at some point". Then you start playing the meta headgame of "well, the pointlessness may be the point," and then second guessing that, and so on. And then you go insane, as the sun beats down mercilessly on your dehydrated soul. And then you know truly what it is like to Die In The Desert.
(Personally, I lived happily ever after in the desert on a steady diet of mangos 🥭 and water 💦. My companions were assorted scorpions, reptiles, the odd spirit, and several piles of disturbed earth. )
Seriously impressive feat of design in the limited space of a game jam. Really like the mechanics as they layered in - so clever and balanced. At a certain point every finish becomes a nailbiter. Screaming at myself to "DON'T JUMP WHEN THE FLOOR IS BOUNCY" :P Forgot to notice what level I died on the first game - but I will be playing this again for sure. [Level 24 on second play. Stressful!]