Yeah, I had a bit of a struggle coming up with unique challenges and what I went for is some restrictions that would force people to maybe learn the mechanics of certain elements individually or other parts like exact specifics of air scaling, but the biggest thing is that I regret not making at least some of the later challenges like really hard in some strategy way, I just didn't want there to be a bar of entry so that people who couldn't find the strategy wouldn't finish the game, but I guess that's the point a little of strategy games. Ideally the challenges make you learn how elements are optimized to be ready for another reset layer I wanted to put after you hit the stone where everything is elevated and now you should be using the upgrades in proper strategies
SoapieTomato
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Definitely agree and thanks for playing <3. Was trying to make the originality in the energy mechanic and how that lets you buy upgrades, and couldn’t think of how to do crazy UI especially in my first game (what do you even use to do those cool setups like alkahistorian? Is that a 3d grid setup you made yourself?), but I definitely will admit that throughout the start of the jam I was finishing my run of Antimatter Dimensions and had that on my mind too when first thinking up the UI<3
Yes! This is a bit relating to the balance, which I can't really adjust right now because the game jam window ended, but I will be looking into it in the future! Currently you can be looking towards the challenge tab which will give you even more upgrades to overcome and get a stronger multiplier. The reason this happens is because once you unlock challenges I make it 100x times harder to fill up the bar, but give you a 200x mult which basically means you have to become 100 times stronger then you were in the pre-challenge era which can be hard to do. I want to balance this down to around 5-10 more likely, but that comes with some challenge rebalancing aswell because the reason this wall exists is to incentivize checking out the challenges tab before just pushing to reach the end of the game. Thanks a lot for playing the game and hoping to touch this in future updates and making user experience overall better <3
If every time you are flipping back between brick and shooting mode you are fighting your previous iteration then this is such a sick concept to continually feel way stronger every iteration. (Also I thought for a bit there werent any modifiers for the bricks, but just seemed their prices was insanely high scaled, dont know if the shooting gun and the bricks have the save modifier price they both increase?)
Edit: also definitely on me, but you can decrease a value with an uprade because of higher dark matter, for instance had 25 replicate chance, clicked on it -> 4% chance
Trying to figure how to play the game? It seems that I start with 0 energy to buy things and clicking turn energy to matter just gives me -1 matter so not sure where it goes from there? Was impressed tho there seems to be a lot in play on the screen so I think if I figured it out it could prolly go a decent ways
I pushed it down to 39 if you refresh it should be updated soon! Thanks for the feedback, it was sort of intentional because theres a puzzle like upgrade system where you could upgrade in a certain order to pass the timewall as it would give you higher values, but a lot of people were hitting the 39 timewall so I lowered it
Yep! Theres a bit of a timewall there if where you can either wait it out or look for a couple strategies interms of upgrade order. Maybe try getting as much terraform before trying some different upgrades and thats the start to the usual strategy, or you can join the incremental game jam discord where its talked about it a good amount or my discord which I can try to help, but just look around for which order your upgrading based on the terraform upgrades, good luck and thanks <3
Sure, I was trying to find a way which you could grind outside of challenges though to make challenges easier rather then just making challenges universally the same difficulty. I could make it so you have to re-earn the philosopher milestones which could be interesting, but might not affect much or maybe it would make sense to give a reduced version of your multiplier like challenge 7.
God I love the concept of a reverse tower defense where your towers buff the minions instead of hurting them. Is the healers in the game increasing the max health of the minions? Hard to tell a little bit, would be cool if we had some way to see the stats of an individual minion.
Edit: God this game is so speedrunable its lovely, got my time down to about 14:00 on my second run its fun as hell. 3rd run down to 11:27, might do some optimizations later really want to be able to do 5 bosses in less then 10 minutes
Edit 2: Ayo got down to 8:50 with better generator efficiency, could prolly do better with more precision, but its a good amount for now. Used a spreadsheet to try to calculate some values: https://docs.google.com/spreadsheets/d/1Ze466EOK3kJqIkh74YJGuM4sHGfV0CEVXZZ7PXKE...
Okay gonna stop keep putting edits, but here are my new Scores: 7:31 for 5th run
Yep! If you want you can add me on discord @soapietomato or join the game jam discord at https://discord.gg/uvqh7KQg where I'm helping some people with current save problems, itd be so much help to get that save (If you can dm me on itch thats great too, but not sure), or you can just link a pastebin of the save. Thanks <3
Yep I agree, due to the scaling multipliers energy can get out of hand and engulf the challenges, so I'm looking to up their requirements to reasonable numbers just dont want to scale it too high so I put it there as the base values for now and want to collect some data before setting them too high, thanks for playing! <3
Edit: Challenges are somewhat harder now, but still want to up the values, if anyone has suggestions for around what values they could get to in a reasonable time in a challenge that would be great!
