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 :)
A couple of ideas that might help balance chickens (and just be funny) is if a fireball goes over a chicken it roasts it, spawns 2 valuable chicken legs and no longer spawns more eggs for the round? And perhaps if a fireball goes over ocean, it creates steam, which if it boinks chicken, it lays boiled eggs instead which are worth less as a base but could interact with toast?
Also do you foresee rounds beyond week 7? Maybe you get a new row of slots but money is wiped, call it the greedy tribute or something like that?
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 :)
SO GOOD- way too fun. Learning process was fun, I enjoyed figuring out how to avoid certain pitfalls. After 5 runs or so I'm getting like 10x currency i need for tax regularly so looking forward to ascensions and stuff.
My current strategies rely mostly on triggering spawn chains with brooms -> chickens -> obregenes, and then trigger whatever high value stuff I can find. I don't think I understand how the whale works but it's been giving me like a hundred thousand coins in the end game
clover says it has a 75% drop rate for rainbows and I dont believe it, rainbow doesnt say the rate- it also doesn't mention it has to be in the "chain" with the rainbow in tooltip
the max spawn count makes sense! I think it could be a cool gameplay consideration to show the percentage of spawn count usage, or just when you get near it? Kind of a fun ego thing to pass it up with your build too
In my experience the bouncers tend to ricochet off the post and bounce out more often than not, maybe the collider could shrink a tiny bit or get phasing for a moment to make it slightly more effective
obv still loving this game a lot keep it up :D
bonus note: i wish pig stopped eating coins or gave a bonus after 30. its still a good piece but feels bad.
super bonus: the term "in the chain" is confusing due to the top feed showing a single line of events all pointing to each other like a chain. Maybe a system for explaining keywords or just a sheet of definitions could be an easy stop gap for this confusion.
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!
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Such a great game, can't wait for it to come out officially! Also, spawners are the goofiest in the game.
Thanks! So glad you like it :)
Great fun, my grandson is 6 and absolutely adores it, especially the chickens. Doesn't like the whales, keeps calling them sharks.
Latest build does seem a little too easy, seem to have already won by week 4 most rounds.
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!
A couple of ideas that might help balance chickens (and just be funny) is if a fireball goes over a chicken it roasts it, spawns 2 valuable chicken legs and no longer spawns more eggs for the round? And perhaps if a fireball goes over ocean, it creates steam, which if it boinks chicken, it lays boiled eggs instead which are worth less as a base but could interact with toast?
Also do you foresee rounds beyond week 7? Maybe you get a new row of slots but money is wiped, call it the greedy tribute or something like that?
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 :)
very nice game, my highest score:
Impressive build!
52.8k gamer one day
81k gamer
750k ending 5th try
nice softlock prevention
filled entire board gamer
gamer game
This game is incredibly fun, I will send this to my friends to check this out more. You definitely deserve more attention on this.
Thank you so much, I'm glad you like it!! Thanks for spreading the word :)
Super fun, a leader board would be great, I want a way to show off my high score lol
Thank you!! Glad you enjoyed it. All those sorts of things will be coming, eventually :)
SO GOOD- way too fun. Learning process was fun, I enjoyed figuring out how to avoid certain pitfalls. After 5 runs or so I'm getting like 10x currency i need for tax regularly so looking forward to ascensions and stuff.
My current strategies rely mostly on triggering spawn chains with brooms -> chickens -> obregenes, and then trigger whatever high value stuff I can find. I don't think I understand how the whale works but it's been giving me like a hundred thousand coins in the end game
Really coool gameI should go to bed lol
So glad you liked the game!! Broom is a little OP right now. :) And yes, get some sleep :P
UPDATE HYPE
note: bowguette tooltip doesnt say it kills ball to fire a ballguette
more notes 4 u
clover says it has a 75% drop rate for rainbows and I dont believe it, rainbow doesnt say the rate- it also doesn't mention it has to be in the "chain" with the rainbow in tooltip
the max spawn count makes sense! I think it could be a cool gameplay consideration to show the percentage of spawn count usage, or just when you get near it? Kind of a fun ego thing to pass it up with your build too
In my experience the bouncers tend to ricochet off the post and bounce out more often than not, maybe the collider could shrink a tiny bit or get phasing for a moment to make it slightly more effective
obv still loving this game a lot keep it up :D
bonus note: i wish pig stopped eating coins or gave a bonus after 30. its still a good piece but feels bad.
super bonus: the term "in the chain" is confusing due to the top feed showing a single line of events all pointing to each other like a chain. Maybe a system for explaining keywords or just a sheet of definitions could be an easy stop gap for this confusion.
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!
i didn't realize piggy bonk was eating coins after 30. that wasn't intentional. will be fixed in v10!