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NashedPotatoes

1
Posts
A member registered 17 days ago

Recent community posts

(1 edit)

i love this game, but there are some things i would change. 


- more stages/layers!! make like 5-10 layouts that repeat infinitely, gate it by making not only the stage, but your choice of weapon cost money with the same exponential growth scheme as purchasing the circles. make the income scale linearly. i "beat" the game in like 10 mins and i want more. lol make weapons and stages purchasable via GB, then do away with prestiege. prestiege in this case makes the system very closed and finite. 


- the spillter is too easy, obv people want to put that on the lower stages cause increasing the number of balls massively increases your income. 10 way split is kinda OP, but you can say reduce the income of the 10 way split balls by like 75% or something to even it out. thats still much more money than you wouldve got for the one ball, but not as game breaking. 


- reduce overall damage by about 90%, but make damage its own scaleable/puchasable trait per layer. this will make the game start slower, but overall that will be a good thing. brings in more "cookie clicker" vibes. you get one layer up and running, and even tho its slow, it generates income that can be used on upper layers, that then increase the drop rate in the lower layers and you get your gameplay loop. 


- more weapons, and purchasable clauses to increase income you could add something like a gate to the bottom funnel that only opens when you weigh it down with enough balls/the number of the balls adds to certain amount, and opening the gate will bring you 100x(1^1.{layer number x upgrade level}) income or something would be dope. 


then your off to the races, great game, great concept, this will be super fun as a mobile game. thank you for coming to my ted talk.