Wow! These are great! Nice job!
PeterRegg
Creator of
Recent community posts
Yeah, I think that's a good suggestion. I think simply upping the game speed would cause lag, at least for some people. Maybe I could create some upgrades that start you further along in the game. But the downside to this would be fewer apples collected and fewer turrets spawned, since you'd miss the beginning. I'll have to think of a way to compensate for that. If I really wanted to get crazy, I could even create different "levels" that you'd have to beat, but that might totally mess with the balancing.
Wow! Those are some great scores! I appreciate you always pushing this game to its limits. It really helps me figure out the balancing, and it gives me ideas on how to improve things.
I actually just set up a discord, per your recommendation, here: https://discord.gg/Y5VGmHZNCm
Would you be willing to help mod the channel? I know very little about discord, and you probably know more about this game than anyone else at this point (besides me... probably).
Haha yeah, and rock game just spams bombs. Apple game doesn’t do great early on, but someone just pointed out to me that I’ve had a test version of the game live for the past 5 hours… You aren’t supposed to start with 10M everything, so if that’s what happened to you, you got to skip most of that early game haha
Yeah, I set up the auto battling for people that might find the battling tedious. With auto battles, you can over level your party and then just let them blast through the easier fights. That way the exploration is a little less daunting.
I actually have been thinking about how to implement an endless sort of battling, or maybe tougher battles that aren’t tied to revealing the map. They could offer different rewards, or just more talent points. Maybe for next update!
This is great! 10x longer is quite a lot. I’ll have to think about how to speed things up a bit. I wonder if part of the reason is because you’re probably so good at the mining and fish games now. Progress in the apple game is really tied to the upgrades you have, vs the fish game where you can be really skilled (or lucky) and get really deep without a ton of upgrades.
Ok thanks for the heads up! I feel like I saw the same thing with the red to blue to gold power up and I couldn’t figure out what was going on, so I thought I imagined it. I’ll double check the code to see if I can pinpoint it.
And for auto battles, it finds the lowest enemy power level and tries to beat it twice. If it loses twice, it tries the next lowest power level, etc, until 10 losses in a row (I know, none of this is explained, and should be!). I was recently tweaking power levels, so maybe I actually set the boss fight lower than some of the other battles around it, so it’s trying that first? And the wins/losses is only meant to show that particular auto-battle-session’s wins/losses, so it should reset every time you talk to the npc.
Hey again!! Thanks for giving this another go! And thanks for posting this! I believe this is the bug I found right after I posted the initial 3.2 file. If you download the latest version, it should be fixed (and because the file names are the same, your save files shouldn’t be affected).
And you’re right, I should get a Discord going. I’ll get on that!
Can’t wait to hear what you think about the new and improved apple game!
Haha those scores are insane! It seems like we came up with very similar strategies for the mining and fishing games, but you obviously executed those strategies much better.
Thanks so much for all this feedback. You don't know how awesome it is as a developer to have someone push your game its limits like this. I hope you'll give it another go in future updates when the game has changed!
dude these high scores are epic! I played for a bit today and gave each a shot a couple times after getting most of the upgrades and I didn't even come close! I had 21.6M for digging, 7.3M for fishing, and 838K for apples. I could maybe grind out a few of the infinitely-upgradable upgrades, but even then I still think I'd need some good RNG on my side to catch you!
Impressive!!
Thanks for these suggestions! They're really great. And sorry for the delayed response.
I know what you mean about the dash. I'm also thinking about making the dash multidirectional, including the dash waves. That should make hitting bad apples easier.
Yeah, not having the turrets destroy bad apples would be good. That should be easy enough. I might also try to find a way to stagger the turret shots so that they don't all shoot at once when a slime appears -- most shots get wasted that way.
I agree about the boss rewards. Maybe defeating them can multiply current apples by a certain amount. First boss is 1.25x, second boss 1.5x, etc. Then those rewards would still scale with current apple frequency upgrades.
I had come to a similar realization with the SSP in the digging game, so I feel like I was trying to avoid them late game because they'd make me drop down. Maybe I'll change them so they never destroy any dirt below you, and maybe I can make the upgrades cheaper to compensate for that change.
And that's interesting about the red fish! I hadn't thought about resetting that upgrade. I've been considering changing the whole red to gold upgrades, just because of how crazy it becomes. It's essentially the only way to get a really high score, so I might play around with some more powerups, or potentially making the game go EVEN DEEPER. If I do go deeper, I think I'll add upgrades that will act as checkpoints, so the hook can start at certain depths.
Thanks again for the feedback! It's definitely really helpful!
Awesome! You're the second person to beat it!
I'm really excited to hear about the different strategies you used to beat the bosses. I want the battles (especially the boss battles) to feel more like puzzles, where you have to mix and match different characters together to win, and it sounds like you did that!
And you're the second person to mention the apple game being slower during late game. I think I might add a few more upgrades to make it easier, or potentially make some of the existing ones cheaper. A multiplier on remaining time is a great idea!
Would you be interested in seeing more mini games? Or do you think it would be better to keep the 3 games and add more upgrades?
Yes, the auto gathering needs some tweaking. I had originally set the refill speed about 5 times slower, but decided to speed it up for the demo so people didn't get bored. I'm going to balance it better in the next version.
Thanks again for playing! I saw that you streamed some of it, so I'm definitely going to check out the video!
Congrats on being the first to beat it! (At least that I know of). I’m really glad you enjoyed it all the way through, and I appreciate all the feedback!
I know what you mean about not getting to utilize all the characters by the end of the game. My hope is to expand on the battling to add more types of enemies, especially ones that will require different strategies (like tanky guys that have a lot of armor, so Bleedy and BuffBuff would be effective, etc).
And no, bad apple wasn’t an intentional reference, but that’s funny it made you think of that!
And I agree about the apple game becoming the slowest towards the end of the game. Since you accumulate apples linearly, it ends up being a “how long can you survive” type of game, which can be tedious. I still think there’s some room for more upgrades in the apple game. Maybe a multiplier based on how many enemies you kill without getting hit, or maybe enemies will drop temporary power ups, etc.
One of the big questions I have with the game is where to take the mini games. Would you rather have more upgrades with the three main games? Or maybe even completely different mini games with new resources?
And yes, Freeze is definitely very strong. I’ll have to find a way to balance it. I’ll probably have to do a little bit of an overhaul if I end up adding a bunch of new enemies/bosses, so I’ll keep that in mind as I create them.
That’s good to know about Buffbuff. I’ll have to increase the character’s base speed to make sure they’re viable.
And thanks for calling out the window issue. I haven’t had the same problem, but I’ll keep an eye out and see if other people experience it. I’m planning to work on game resolutions and make sure full screen will work in the future.
Thanks again for the incredible feedback! You don’t know how excited I was to hear that someone finally beat it, so I really appreciate you taking the time to write all of this! And I’ll keep you updated with any future versions!