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.