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xpwifi

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A member registered Jan 23, 2020

Recent community posts

Great! It could use a tuneup.

If I could offer some user feedback, there are a few things I thought did not feel as good as it could have.

* The CPU buys the last item as soon as it is possible for its money. When it buys, there are $0 left. However, when I buy on the last round, I have $15-5 in my balance. If my $$$ were similar to the CPU's, the CPU will always win that last buy because it has instant reaction times.

* I found myself wishing that money carried over between rounds. Like if you have $100 leftover at the end of one round, you could keep it for the Final Four round of buying. Then the CPU (and I) could purchase stuff at value (or slightly over) instead of at 100% of the money leftover.

* Also, it would be kind of nice if there was a "Market Price" value shown for each vegetable. The only way you're going to know what other people pay is by losing a lot, but since you're playing as a farmer who would know prices of things, it might be nice to have a ballpark number for each vegetable. If not that, then maybe show values of money at points on the "Clock". Like at 6 o'clock show the price at $250 or at 9 o'clock show it is $125. 

Those things would make it feel easier to improve at the game and make it less likely that I bounce off it immediately. I enjoyed the demo, thoroughly! For a jam, y'all did great!

Way too complicated control scheme. Was expecting a left-right type match-the-rhythm game. 10 buttons are not very intuitive. 

Music was great though!

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Strategy Guide

hope this helps

Best Units

These are units which you usually want. Depending on how far you are in the buying process, the midway value will either be lower or higher. The first round, the CPU buys at $100 every time, so buy that first round Pumpkin at $105.

Pumpkin (good damage with great health)

  • Base Buy Value: 117
  • Midway Value: ~205 ± 20

Red Peppers (outputs good damage)

  • Base Buy Value: 101
  • Midway Value: ~165 ± 10

Broccoli (balanced)

  • Base Buy Value: 104
  • Midway Value: ~177 ±10

Worst Units

These are units which you would only want if you were forced to buy them at the end. Great for letting the opponent waste money on them. The first round, the CPU buys at $100 every time, so let them waste money on the first round Green Onion.

Green Onion (bad damage / health)

  • Base Buy Value: 72
  • Midway Value: ~109 ± 20

Carrot (bad damage / health)

  • Base Buy Value: 83
  • Midway Value: ~157 ± 40

Beware Speed

High speed units can charge into groups of enemies and die off to lower damage slow units that group up. Generally fine to ignore this stat. Neither good nor bad.

Your first and last buys start closer to the enemies, so they can afford to be slower than the middle buys. (But it's not that deep, just try to get some good purchases, and avoid the worst units).

Buying Guide

Below are measurements I took to better understand the buying process and price expectations. Generally as you pull ahead, the AI more aggressively buys items for more expensive prices.

The CPU always starts the first round buying at $100. If you want to unit, buy right before. If not, let the CPU waste it's money.

BASE means prices before you have bought anything.

MIDWAY means prices after you have started purchasing.

AVERAGE
PRICES
BASEMin Amount Max Amount MIDWAYMin Max
Brocolli 104 87 123 177 151 221
Carrot 83 64 121 157 113 252
Corn 106 91 124 198 146 263
Eggplant 120 109 143 208 161 252
Green Onion 72 50 82 109 71 174
Potato 117 90 144 159 132 188
Pumpkin 117 100 130 205 148 244
Radish 111 80 137 162 95 197
Red Pepper 101 96 107 165 153 185
Tomato 129 74 179 191 132 233

Steel has a base health of 3, Brick has a base health of 2, and the normal walls have a health of 1. 

If you upgrade your damage once, you can oneshot brick walls, and if you upgrade damage twice, you can 1 shot steel walls.

I expected more to happen if you loop? Instead nothing happens. I did understand the "ending" screen better, but I tried to keep playing and so making it not the ending screen and nothing more happened :(

I was not a fan of the Bennet Foddy falls and the long trudge back to try a jump again if you missed it on earlier attempts. I'm a sucker for the aesthetic and the squishy animation.

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This was a really cool concept! 


Sometimes my first action doesn't get recorded properly (e.g. when I press a button, either it is completed too fast or it straight up doesn't happen and skips to the next thing) and it screws up my timing.

Is there an ending to the credits level?

I feel like crystals were just not necessary. Fun idea, but it didn't really change the game all that much. The purple stone on the other hand felt way cooler because I kept seeing it everywhere and when I was finally able to use it, I zoomed all the way in and implemented it from there.

Also, in the second to last area, the resources needed to make Space Ants don't increase per ant, making it trivially easy to populate space with ants. It might be a feature, but for me, working to make the previous areas super efficient, populating workers in the next area up ASAP, it felt not as good as the previous areas.

Overall, I had a blast! Good game!

Oh, lol. I answered differently because couldn't comprehend how you could have problems with the actual first level, but zooming in all the way is going to do it! I actually prepared a picture for that too, but I just assumed you were talking about the next level up.

I had trouble with this too. Here are some pictures to help you figure it out:

Using the recipe of 2 wood placed on top of each other, you can create a new resource pile.

Just keep that loop going, and then you will have enough resources to gather from.

I decided I like playing so much, I made the final screen as inefficient as possible to give me time to optimize the rest of the game.

I love the idea behind the movement. Wall runs/jumps, gun jumping yourself into the air, grappling. It's all very cool. One thing that would make it feel less slippery and more in control is greater air control. There's already some. When grenade jumping, you can slow your movement forward by turning the camera sideways and pressing A or D in the opposite direction of the jump. But you can't slow down by pressing S, the "back-yourself-up" key. I think air control would go a long way into making the game feel more in control. Currently I feel like a drunk man when I'm jumping, or even just running. You can kind of air-strafe, but the control isn't there.

Also, I feel enemy ragdolls should lose collision when dead. In the first sky level, I ran into an enemy to keep him from shooting me, and I lost all momentum and got stuck on the ragdoll such that I had to go backwards to get around him. It wasn't a good experience.

It would be nice if I could hold spacebar when jumping and not instantly bounce off a wall after jumping into it. Maybe have it wait till I press jump again for me to jump again instead of having me bounce again after holding space down once. It would make the controls tighter.

I don't like getting launched off the level from a grenade launcher wielding enemy. I'd rather just die and restart since getting launched off the level will end in the same result, but more  S L O W L Y .

Some people have expressed hatred towards the milk table, citing that it slows down runs. It does, but if you just improved the air control, people could more consistently jump and steer into the milk instead of hitting the table and carefully lining up a jump to get that milk.