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(1 edit)

No clue how the economy's working, it almost seems like things get more expensive *based* on your income, which then just punishes upgrading that and would be very backwards if so

Some general clarity on the different types would probably be nice? Explosive didn't seem to do too much to me but something like firework maxed out becomes insanely strong (eg, you can't see their late upgrade effects before getting there, so you don't know what you should be focusing on)

So yeah, a little directionless, just kind of 'do' and stumble along, but it's a good enough little game/demo

Thanks for the detailed feedback, I appreciate it!

The costs aren’t based on income but it does consider your potential income when deciding new costs. I can see how this can sometimes jump proportionately and feel punishing without clear communication. I’ll take this with me in the balancing pass for the next update

I hear you on the looking ahead and the feeling of being directionless as well. There is an intended balance between strategic planning and watching unexpected chain reactions, I agree that it currently leans more towards chaos. 

Was that mainly because it was hard to plan ahead? Or were there also other things that made it feel that way?

Minimal feedback of what things do, exponential scaling trees (+40%, +60%, +1000%), little inference
Numbers go up, get more things, pack them tightly, not too clear how to have an impact outside of that
To some degree probably also how the tree is laid out - explosive upgrades mixed with fireworks, cooldown randomly put behind a heat upgrade

Chaotic is certainly accurate, little cohesion
Would be nice if heat could do more eventually, I'm sure that's planned - becomes a little arbitrary and not important until the ending after not too long

Thanks for the detailed response, this is very helpful!