Thank you! Our main inspiration was Balatro, but unfortunately we couldn’t do everything we wanted to do, and had to cut down on a lot of crucial things. You can probably see what the original vision was in the design doc haha.
Gloops do interact with each other AND with the board/grid in different ways, depending on their positioning. The system is not fully implemented, and only a few of these conditions work. Also since only a couple gloops have those more interesting triggers/conditions set up, and the information isn’t telegraphed in any way, it’s understandable that it’s confusing haha.
As for the threshold, I’m afraid it’s a case of being in a rush to finish other things, so that simple UI flew right under our radar… We also had already decided to cut down on having an actual level progression.
Anyways, thank you for playing and for your comment!