They all start with the same base stats, but the enemies have certain number of upgrades unlocked, so their hp, damage etc get scaled as well. However since the upgrade path the player takes may not be same as the enemy, they end up being different feeling. I will work on trying to figure out a more elegant solution!
vongoforge
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This was a really great idea for a game. The aesthetics reminded me of old school golf "simulators" and combined with idler genre. It was difficult to make chip shots, especially when the ball is very close to the edge of the green. Maybe giving a way to change the club would help with that, and it would also give incentive to upgrade the clubs. Overall I think there's something there, the old school golf shop aesthetics with some new game play could be fun when done well.
Thanks! That is actually very insightful comment, it explains why I have two sets of feedback from two types of people. Some are suggesting more incremental stuff and some are suggesting more age of war type stuff, and I need to figure out which way to take this game instead of trying to make it fit into both!
