this game is cool, I managed to max out all of the characters. good job on this one!
Runius
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very fun game. made it to phase 7 myself, the exponential growth is really fun and the early game is really well paced, but the endless expansion eventually stops being fun, although well past the point I'd say that it's a problem. This is a really solid game and I had a lot of fun playing it and making designs.
this is a pretty fun incremental game, since the minigame introduces a skill based element to keep the gameplay interesting. However, as of writing this comment there is a bug (I think so?) where the price of the upgrade resets after each play of the minigame. There's still time before the jam ends though! so it could be fixed.
This is a very interesting game.
It's quite fun once your factory gets going, and the physics based automation is quite fun.
However the distance of the starting generators to the basket leaves a long early game which merely consists of dragging eggs to the basket. Then once you get your first conveyor line set up each generator is so powerful that you immediately get a massive jump in income.
The game from this point is really fun, I just wish I could get my first production line up faster, and maybe the production speed of the generators could be tuned down a bit?
This may not be as relevant but lategame conveyors feel underpowered. They aren't able to deal with multiple eggs stacked on top of each other as they do not have the force to push through, so an endgame factory will usually rely on gravity for transport. However this is only a problem for the lategame (once you have over $1000) so it might not need to be fixed.
overall this is a very fun experience, good job!
The sharp acceleration curve certainly helps but when the player first starts It needs to snap up to a minimum speed. The acceleration is great at higher speeds but I don't think the player really needs to walk that slow at the start of the run.
The spin dash and other acceleration methods can help to make the levels flow better and reward skillful play for knowing when to use them and having the risk-reward of burst speed. The drill dive helps but if there are no slopes around or slopes are in awkward places for speed it can be a trouble to use. I feel the Drill dive is a tool to help retain momentum in situations when you need to move directly down, perhaps from a standstill. I see it more as a momentum preserving move rather than momentum gaining. as you are unlikely to use it from standstill.
From standstill the most effective way to get going is to run the opposite direction then mach turn as it gives you a massive boost in speed for some reason
Feels very slow, Here's some tips for momentum based games:
1. add a minimum speed to the characters, or make them accelerate very fast at the start of running. This stops it feeling sluggish when you need to start running
2. Speed. Barriers. When the characters transition from normal to fast speeds (when the characters are able to break metal), The characters should jump up in speed to make the transition feel more impactful
3. Just general fluidity of motion, the characters currently feel very jerky which can be bad for momentum based games. Some jerkiness can be had to emphasize an action but fluidity is generally better
4. Acceleration. The characters need some way to accelerate quickly. this would be the spin dash in sonic or the grab dash in pizza tower. This can help to Make the player feel faster and more in control.
Hope this mini-essay of mine helped at all!
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solved
Game theory analysis:
Stalematey mess.
As white moves their pieces first, they will always take the first black piece, this is simple with rooks or queens but with pawns, this is actually more complex, as they cannot simply cross the whole board, this can cause stalling from black, this may result in a stalemate. The next person to move their pawn loses the match as the cascade of lost material ends in defeat.









