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(+4)

A bit of feedback:
-It would be nice if it was easier to see which buckets are close to upgrade, as is you often have to wait until the background lines up to make it visible

-The auto drop scaling is really bad, making it a practically worthless upgrade, as the auto drop is so much slower. Having it make more of a difference, maybe aiming for about a third or a half of regular clicking, would be nice.

-It would be neat earlier levels were still relevant after unlocking the next world. Maybe something where the average income with autodrop is calculated, and the money earned can be used for bonus balls or powerups in the current world.

Otherwise, great game!

Thank you so much for the feedback! I'd like to write a dev log tonight if I have time, but to respond to these points:
- bucket fills are all full opacity in our WIP build (except sea, which has a bug)
- auto drop needs love, and scaling ball dropping over time is something we're actively working on. Like even if you crank auto up all the way, it's still really really slow. We need to find the right amount of time to reasonably spend in a level and tune to that. TLDR i totally hear you! Hopefully the next release will be better.
- New build has earlier levels stay relevant! Prestige is coming, and currency/unlocks will be shared across levels. We need to test the heck out of it, but I'm hoping that particular problem will be solved.