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(1 edit) (+2)

Strategy Guide

hope this helps

Best Units

These are units which you usually want. Depending on how far you are in the buying process, the midway value will either be lower or higher. The first round, the CPU buys at $100 every time, so buy that first round Pumpkin at $105.

Pumpkin (good damage with great health)

  • Base Buy Value: 117
  • Midway Value: ~205 ± 20

Red Peppers (outputs good damage)

  • Base Buy Value: 101
  • Midway Value: ~165 ± 10

Broccoli (balanced)

  • Base Buy Value: 104
  • Midway Value: ~177 ±10

Worst Units

These are units which you would only want if you were forced to buy them at the end. Great for letting the opponent waste money on them. The first round, the CPU buys at $100 every time, so let them waste money on the first round Green Onion.

Green Onion (bad damage / health)

  • Base Buy Value: 72
  • Midway Value: ~109 ± 20

Carrot (bad damage / health)

  • Base Buy Value: 83
  • Midway Value: ~157 ± 40

Beware Speed

High speed units can charge into groups of enemies and die off to lower damage slow units that group up. Generally fine to ignore this stat. Neither good nor bad.

Your first and last buys start closer to the enemies, so they can afford to be slower than the middle buys. (But it's not that deep, just try to get some good purchases, and avoid the worst units).

Buying Guide

Below are measurements I took to better understand the buying process and price expectations. Generally as you pull ahead, the AI more aggressively buys items for more expensive prices.

The CPU always starts the first round buying at $100. If you want to unit, buy right before. If not, let the CPU waste it's money.

BASE means prices before you have bought anything.

MIDWAY means prices after you have started purchasing.

AVERAGE
PRICES
BASEMin Amount Max Amount MIDWAYMin Max
Brocolli 104 87 123 177 151 221
Carrot 83 64 121 157 113 252
Corn 106 91 124 198 146 263
Eggplant 120 109 143 208 161 252
Green Onion 72 50 82 109 71 174
Potato 117 90 144 159 132 188
Pumpkin 117 100 130 205 148 244
Radish 111 80 137 162 95 197
Red Pepper 101 96 107 165 153 185
Tomato 129 74 179 191 132 233
(+1)

Wow! Thank you so much for this! Super impressive!

We are working on releasing a post-jam version, and a big part of it will be updating the AI!

Stay tuned.. ;)

(+1)

Great! It could use a tuneup.

If I could offer some user feedback, there are a few things I thought did not feel as good as it could have.

* The CPU buys the last item as soon as it is possible for its money. When it buys, there are $0 left. However, when I buy on the last round, I have $15-5 in my balance. If my $$$ were similar to the CPU's, the CPU will always win that last buy because it has instant reaction times.

* I found myself wishing that money carried over between rounds. Like if you have $100 leftover at the end of one round, you could keep it for the Final Four round of buying. Then the CPU (and I) could purchase stuff at value (or slightly over) instead of at 100% of the money leftover.

* Also, it would be kind of nice if there was a "Market Price" value shown for each vegetable. The only way you're going to know what other people pay is by losing a lot, but since you're playing as a farmer who would know prices of things, it might be nice to have a ballpark number for each vegetable. If not that, then maybe show values of money at points on the "Clock". Like at 6 o'clock show the price at $250 or at 9 o'clock show it is $125. 

Those things would make it feel easier to improve at the game and make it less likely that I bounce off it immediately. I enjoyed the demo, thoroughly! For a jam, y'all did great!