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(+2)

Concept's fun and keeps me engaged, and it looks very clean. But right off the bat I feel like some upgrade balancing is needed, and I'm feeling a bit frustrated by ball damage in particular (at least at the very start of the early game, in this early build):

  • I start with [1 damage] (kills pegs in 4 hits)
  • +1 upgrade: [2 damage] (kills pegs in 2 hits)
  • +1 upgrade: [3 damage] (kills pegs in 2 hits)
  • +5% upgrade: [3.05 damage] (kills pegs in 2 hits) (also that's not how 5% works)
  • +5% upgrade: [3.10 damage] (still kills pegs in 2 hits)

The pegs having just barely a sliver of health left (visually) made me feel encouraged to try to get the expensive (but paltry-looking) 5% damage upgrades, but as you can see above, only the very first upgrade I purchased increased my clear rate and there's no other flat damage upgrades in sight yet to help me 1-shot the (presumably) 4 HP pegs.

I thought maybe it would still helping me by having "mostly-dead pegs" deal less damage to my balls (proportional to the overkill damage I kill them with or something? so using 1 dmg to kill a 0.5 hp ball would assign the ball 50% of the full peg damage) but the game doesn't seem to work like that.

(+2)

Agreed. Early game progression would have been more satisfying if the flat and percent-based damage upgrades had been balanced to solve the most immediate problem and push us into the next levels. The lightning and bomb upgrades do contribute to the ultimate solution, but the timing is off.

(+1)

Thanks so much for the feedback! 

I'm going to re-balance the game a little bit more soon but I've actually updated some of the early damage modifiers, there was also a bug around displaying and applying of percentage values which I didn't catch in development.

I really like the idea about reducing the peg damage as the pegs lose health so I will probably implement that in the next update.