Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

I like the new endgame/final 'boss'! I beat it in this version and the last one, and the sudden endgame for chickening out in the previous iteration was a little jarring. This one feels frantic, but uses what the player has learnt about the game up to that point, so it makes winning feel earned (even knowing it's so RNG dependent).

You may want to look at resetting the bid rate down to its baseline after moving (ascending, winning or losing) - because the gambling increments scale with the player's financial position, it's easy to end up in a spot where you have a hundred dollars, are gambling up to a million dollars (because that's the kind of money you were playing with back when you were rich), and have to click -100 about ten thousand times if you don't want every stonk session to be 100% ride or die.


I've noticed two Nash conditions you may not have planned for - I'm not sure they're worth addressing, since the player (ie myself) still had fun despite IDing an Ur-Tactic... but they may violate your authorial intent, so I wanted to let you know. (Anyone else reading this, SPOILER WARNING!)


1 - Going 100% in and riding a stock until it rugs gets immediate prestige currency. I like that the game has fail forward mechanics, but the current balance rewards intentionally tanking for three or four minutes to snatch up the nonAI Bot bonuses. 

2 - Because insurance is a set price per ascension layer, it's easy to go all in and chicken out immediately at x1.3 or so safely, over and over. Very quickly you end up with funds so high that the insurance is a non-expense, a rounding error. Since that's exponential growth, it doesn't take long to build a maximalized AI Bot empire while in Moms Basement. You can instantly max your unlocks from that point on, skipping straight to All In ascension tests for the rest of the ascension layers, because of all the cash flow the bots give you.

Thank you — genuinely. This is the kind of feedback that actually moves a game's direction, and you've clearly put real thought into it.

The concrete one first: the bid-rate reset is going in. You're right that the stake never resets after you change tiers, so a stale large bet ends up sitting above your new bank and forces ride-or-die with no practical way to dial it back down. The next build resets the bet to your new position.

On your two Nash conditions — you nailed both, and they confirmed something we'd been circling. We've started tightening them directly: a per-tier cap on how much you can stake by hand, so you can't ride your whole compounding bank over and over, and bankruptcy now pays its prestige only once per tier, so deliberately tanking the same floor stops being a farm.

But honestly, those are symptoms of a deeper thing we've been wrestling with. The fun of this game is the greedy hold — push for more, or cash before the rug. The problem is that the most optimal play (safe all-in micro-flips, tank-for-prestige) skips that decision entirely. The fun and the optimum point in opposite directions. And every time we patched one exploit, another bulged out somewhere else — squeeze the balloon, it pops elsewhere.

So instead of patching, we're reworking the structure underneath: the stake caps above, escalating world events that make sitting still dangerous (so you can't farm a comfortable floor forever), and turning the ascension gamble into a timed objective rather than one all-or-nothing multiplier. The goal is a shape where the Ur-Tactics you found can't form in the first place, rather than a balance table we patch forever.

Your reports — the mobile bug, the scroll cancel, and now these — have been some of the most useful input we've had. The build is mid-rework right now and we'll push an update soon. Thank you for paying this much attention to it.

The rework you helped shape is live — BIG PLAY is now a 60s boss, plus live market events and a stake cap that closes the all-in exploit you found. 

If you get a moment, I'd be really grateful to hear how it all feels now — especially whether the boss feels fair.

Devlog: https://jason-jung.itch.io/stonks-go-brrr/devlog/1560265/the-big-play-is-now-a-b...

Hey I like what your doing here, we should have a chat about our ideas, if you check my game it's also an incremental