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I don't think I could say enough it's still really cool to come back to this and see it change over time. I love the new piece variety and I like the upgrades as both the random aspect as well as the counter to the max grass playstyle. After playing a bit, the randomness of the upgrades does need a bit of a counter because at current its entirely possible to upgrade to the next level too fast and not be able to afford any upgrades at all because only one or two coins were on the map, especially at the start and having bad upgrades overall can change a run drastically where I finish with potentially thousands of points in the difference between a run where I could afford nothing but hearts or coins themselves to one where I very early got a farm upgrade and coasted off that the whole run. I love the introduction of the randomness because it makes the runs feel very different but it seems too heavily reliant on rng at current. It also would be neat to have a ui element that tracks purchased upgrades so I know what I've bought over time, and the prompts are so fast its sometimes unclear how much of an upgrade I really got, if it was just an addition of points from what was already on the map, or if all the tiles of that in the future of have a point increase. Potentially an upgraded ui element for that where the visual of placing them might be different?

Everything aside, it's super exciting to see new things I hadn't even considered yet get added in and get to try them out.

oh additionally I'm not sure what changed but being able to afford upgrades really is only an issue in the very early game because it's not uncommon to have hundreds of excess gold by the end of a run with no hope of ever spending it all.