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Walkoin

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A member registered Feb 11, 2025

Recent community posts

The core gameplay loop is fine, but the upgrades need balancing. I think changing the scaling to better match rising costs would fix most of my issues. Currently in the time I doubled my point generation, all costs increased like tenfold.

The value upgrades / point generation scale really slow, to the point your percentual progress per loop decreases (if you don’t increase its duration). I managed to get to quadrillions (5% ! through the game in like 60-90 minutes?) at which point I was getting 0.06% progress per 30 second loop.

On that note, time upgrades are useless as each loop is free, and length doesn’t seem to have any effect. In fact, they might be detrimental if you can restart fast enough get more orbs than you’d generate in that time. That is because:

Collection upgrades quickly reach a point where you no longer need any more, as you collect the orbs quicker than they generate, even if you do put most of your points into generation. Neither do I see the utility of the magnet, when you can move your mouse so quickly and it doesn’t seem viable over just getting larger collection area.

Lastly, what kind of combination is: slow orb generation, capped orb amount AND orb decay? having both decay and a hard cap feels scammy.

(5 edits)

Great game, I managed to overflow into negatives before having to hand in points. After attempting to hand them in they slowly increased to 0 after which I got softlocked (grayed out hand in button).

Possibly intended mechanic that got me to overflow

When you double points with a monocle, they revert after a transmog. This is not the case when the item is eaten by a vampire. They are quite rare, but I cloned them with the consumable. Combined with juices and monocles I could 16 384x the points per vampire.

However after I kept a vampire with permanent stats about -2^63 it got reset to 0 without affecting my points. Maybe the first time it was due to parrots?

Other than that there is an inconsistency where most active effects can affect themselves (including bomb and transform), but broom cannot destroy itself.

I’d also appreciate an option to speed up animations, though that’s only necessary only after you get enough points to stop caring about rounds. Skipping a round takes a long time even if you leave the board empty. Though perhaps this is just an issue with there being a single (mostly consistent) strategy that is exponential while other strategies are not at all

Testing?

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