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Loved the idea, had a lot of fun playing this.

Ideas for future improvement:

  • Automatically submitting when you reach the target score and have no unscored balls with effects in play
  • "x-2" was completely useless for odd numbers - would be cool if this had a powerful effect attached though
  • Larger target areas, since knocking balls out of play is often as useful as putting balls into play and a more even ratio of target/non-target might result in more interesting choices
  • Mechanism for choosing how high you want your countdown to go down from
  • Perhaps even get rid of the bag entirely and have your entire collection in play at once?
(1 edit)
  • That’s a good point, I never considered this.
  • I ran out of time to do it, but one thing I was considering doing was making the multiplier balls multiply the effectiveness of all balls in the scoring zone (i.e. it would increase healing and damage given by balls, not just score) which would not solve the problem of them being useless on some turns but would help make them more worth taking overall.
  • Another good point, not something I considered but I will definitely try it.
  • This was actually originally how the game was going to work, then I decided that it should only be for the boss fights, and then I ended up prioritizing implementing other mechanics.
  • I did consider making the amount of balls on the board be a percent of the size of your bag (though I never considered 100%) but didn’t have enough time to try it.

Overall I really appreciate your feedback, they’re all good points that I will be considering in the future if I expand on this idea.