thanks. :)
Kreezxil
Recent community posts
A decent middle ground would be to have a full configuration where default values are how you want it to be played, and we can turn them off or on at our pleasure to suit the control interface to our desires.
Here's another thought: instead of wiggling inside the droplet or using the mouse wheel on it, why not just be present in it? If you're not present in it, it doesn't disintegrate.
You could have your cake and eat it too. I just thought as I wrote that, why not also have it that if you're in the droplet and you move the mouse wheel up and down, it disintegrates faster?
Wait, okay, how about this: you go in the droplet, and that selects it by default and starts disintegrating it. There can be upgrades for that.
But if you decide to use the mouse wheel, you also get areas of effect; it makes the disintegration happen faster. Then, if you have the area buff, you can get more than one droplet.
That way, those of us who want to be in the droplet—that's on us if we don't progress as fast as the players who are also using the mouse wheel.
It feels like it would be more intuitive if the game detected that I moved my shroom over a droplet and that set the focus on a droplet. If I move to another droplet, the focus follows it. Then, instead of moving the mouse wheel around, which is odd—I've never had to use that in that way before...—I just have it so if I move my shroom around inside the droplet, that counts as disintegrating it.
That would give you more things to add to the game too. Like the radius around the shroom where other droplets can be acted upon and the strength of acting upon a droplet.
This game would be remarkable as heck with fewer things to use for controls.
I'm not sure if I like the mechanics behind the battery. Ok, why not have pressing the spacebar be the only method required to attract the battery? Having to click it to use the spacebar seems unnecessary.
so i'm prestiging, after the 3rd prestige I began keeping all my prestiges purchases making the rewards seemingly useless. Remember, when you prestige in a game like, only things that prestige purchases grant are what carry over.
Figured it out. So the first two stats are resetting on prestige but not the other ones.
when I'm choosing a building or upgrade or anything else from the store, the box is pulsing. I think it also makes the mouse click not immediately register. If you're doing that to draw my attention to what the mouse is over, don't. Just changing the color to a contrasting color to the background is sufficient.
in the lower left corner where it displays the news, the stats that you are displaying there, the last line of it underlaps behind it.

The prestige system doesn't work. I have 29kbp in the bank and the messages there says you need 10kbp to cash in for chips. is that typo, do we maybe need 100kbp?
V2 is great. I would like the option to zoom out the skill tree even more, but as far as it remembering its zoom, you fixed that.
I thought of an interesting idea that could be used to gain perks like not having to click—for example, hover attack. You could have special nodes that, if selected, cause a tower defense mini-game. There would be an obelisk with the perk on it in the center of the screen and mobs attacking the obelisk. The obelisk has a hit point value, and there is a timer; you want the obelisk to survive until the timer has expired.
I’m thinking of something else that might not have been done before: instead of allowing someone every perk in the tree, perhaps certain perks—like the hover attack, earthquake on spacebar, or others—are linked in such a way that if you win one of them, the others are ghosted out, including their entire branching trees.
That would give a reason to try different runs beyond the game's procedural generation.
A local and global leaderboard might be nice. If you do a global one, you’re going to need some way to prevent people from abusing it; I’ve seen global leaderboards hacked before.
And definitely a save system.
Feature suggestion, not a must-have. I thought it might be nice to have an incentive to hit the bombs more, like you could buy an upgrade for them that gave them razor blades. The first upgrade slices one fruit, and the second upgrade slices two fruits. If the fruits are on the screen, that is.
And while typing that I thought also, you could go so far as to provide upgrades to the pegs, like knife upgrades. Turn pegs into knives so that any unsplit fruit is split, like making it an expensive upgrade.
You could easily do lots with this and your style—very addicting! Good job, well done!
Thought of an idea, and now that there is a quest, maybe it could be a quest, like beat 1000 Orcs for example.
If you do, you get very own gollum or some kind of imp, that sells unlocked items while in battle. You could make that feature a bit penalized too, like it sells at x% lower than if you sold it manually.
Also, yes, locking items is another feature request I forgot to mention, that way i can sell all, and only unlocked items will sell in that instance. For example any sell function will not sell a locked slot.
It's still there for me.
It probably needs an if/then check on the variable that controls it to make sure it's not negative and reset it to 1 so it can die correctly. Unless there is a way to fix my instance without losing my progress.
Attached is a screenshot showing I'm definitely playing from itch, the state of that encounter, and the date. I know you believe me; I only wanted to make sure you knew for a fact I'm on the current version.




