I appreciate you taking the time to check it out! I think I was a little bull-headed about discouraging people from destroying normal block combos which adds another layer of difficulty and makes the gameplay a little more difficult to understand. It’s tempting me to create a new version which adjusts the rules a bit to make it a little more forgiving (such as letting the regular, non-target related blocks help build towards your stockpile), and I definitely need to figure out a way to tutorialize the gameplay!
moadem
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I appreciate you taking the time to play it!
I definitely think there is a learning curve that could be better explained in-game, in the opening, or via a tutorial.
The only clears that count towards building up your supply or scoring points are the targets (or “pegs”) and you are discouraged from destroying regular blocks just for the sake of destroying them, as they only waste your supply.
Again, thank you so much for taking the time to play it and provide some feedback!
During my latest run I got to Level 26 (still have it paused) but I got a combination of perks that made it so I could pretty mindlessly click and continue getting points and keep my health up. It started giving off idle clicker vibes, which is sort of fun in it’s own right, but doesn’t give a ton of reason to keep playing, I suppose. Although the feedback and “juice” in your game obviously kept me playing. I will say, I played a few sessions before that happened, though.
Perhaps there could be some negative balls or hazards you have to keep your eye out for. Such as one that takes away some HP, temporarily halts or reduces regen, etc. The hazards would definitely make you need to be more conscious about paying attention.
In the same vein, you could have positive power-ups that could temporarily freeze the board, allow for a temporary max or big increase in a certain stat (such as aiming), invincibility, etc.
