It's still possible to place a peg on just the right pixel so that the nut bounces straight up and lands on it forever. With multiplication, you can get crazy values. And I'm not really sure how the other pegs are supposed to help.
DanielLC
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You can easily get a whole bunch of bounces in a row by placing it right at the top. And if you get it just right, it will bounce there endlessly. It's powerful with addition, but absurd with multiplication.
I recommend making it so you can't place pegs quite so close to the top, and they add a random bounce. Or maybe even make the nuts drop from random places.
I got far enough that I was basically unkillable, and then I think I quit wrong and I didn't get any shards. I don't know the right way, but please make using escape to go back to the menu work. And ideally, save how many you got every minute or so so even if you quit in the middle of a game it gets saved.
I'm not a fan of how the ghost fruit was implemented. You'd need to be incredibly careful with timing to get it to work. I'd make it so it makes the spot immediately behind you turn into a ghost, but it stays in place. Then after it reaches the end of the tail, the spot right behind the head turns again.
I lost a level and couldn't figure out how to end it. I ended up having to finish anyway. Can you add some clear way to abandon it after you've already lost? And make it clearer when something has already entered the circle in the middle? Nothing is worse than spending a long time finishing a level only to find out that you had already lost and didn't know it yet.
Aren't the upgrades besides rockets bad because any stars you catch without it don't get the bonuses? Also, my stars went up way faster in later levels, trivializing getting all the upgrades. And why do I get an upgrade just before the end screen? I also wouldn't call that a prestige. This isn't an idle game.
It's not a bad start, but there's a lot of problems with it.
I fully upgraded half the team to level 100 and all of them to their branches before prestiging, and then gave up on the second run because that's way too much clicking. Please add a way to upgrade them to the max you can afford. Or hold to level them up more. And why can you only upgrade their ranks every 20 levels? I could understand if you had to upgrade it before leveling them up more, but that's not how it works. And what am I supposed to do with materials now that everything is upgraded?
It's also not clear what characters do besides DPS. Can you show their health and other stats?
Not bad, but running time was getting annoying by the end. Maybe an upgrade for sprint acceleration? Which also makes it extra important to make sure there's no holes in the path. Or maybe make it so upgrading the magic boots increases the speed and oxygen consumption, so you can use it for quality of life but it doesn't become OP.
Spoilers (rot13):
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It's a neat idea, but it mostly just feels like solving two puzzles. I never ran into a point where it was hard to make sure I only moved one, and a lot had a solution that made it impossible to move the blocks, so you could completely focus on the other. And that invisible wall just feels like cheating.
Maybe add something with doors and pressure plates, where one of them has to stand on a certain spot to move a door to the other? Maybe even make a level where the two can switch screens.
How does stabbing work when you're holding a gem? Is it just way slower? And I can't figure out how to tell where the arrow traps are. They're clear after they shoot, but if there's a way to tell before, changing their sprite after makes it annoyingly difficult to figure out. And tell me when you get saves working.
I suspected they were buffed. At least after I tested my other theory that the lines between them damaged you if you passed through them.
Maybe instead of increasing their HP, you decrease the damage they take? Since it shows the damage they take, you could see that easily. You could also buff their speed a bit, which would be obvious at a glance.
You could also have them appear earlier. If you had one at the very beginning when you're taking enemies down one at a time, it would be clear that it takes longer for one to fall.
Half the abilities don't scale with the number of enemies, making them completely worthless in the late game. Invest everything in Anchor, Pull, and Orbit, and other than that, focus on defense for all the times you'll get suddenly surrounded with no way out but taking damage. But maybe those synergies make it worth it? I don't remember ever seeing them.
Alternately, focus on defense and weak attacks, and then all the enemies will end up bunched together and way easier to avoid. You'll get fewer points, but it makes it easier to reach the 10 minute mark.
I'm not clear what the towers do exactly. I've found the best way to take them down is with Anchor. You can use the game timer to help with timing, but try to drop one at them while running instead of briefly attacking whenever you get the chance.
