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Really enjoyed it! Not sure if it was intended but not knowing the bends in different spawners changed where the items would be spawned lead to some sub optimal placements and the lack of an ability to change placements too. Very fun, pretty easy. Lots of great quality of life stuff - the click upgrade was very appreciated!

Love the idea and execution!

Glad to hear you enjoyed it, thank you for the feedback! Very valid points about the spawner direction and permanency, will be looking into it

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No clue how the economy's working, it almost seems like things get more expensive *based* on your income, which then just punishes upgrading that and would be very backwards if so

Some general clarity on the different types would probably be nice? Explosive didn't seem to do too much to me but something like firework maxed out becomes insanely strong (eg, you can't see their late upgrade effects before getting there, so you don't know what you should be focusing on)

So yeah, a little directionless, just kind of 'do' and stumble along, but it's a good enough little game/demo

Thanks for the detailed feedback, I appreciate it!

The costs aren’t based on income but it does consider your potential income when deciding new costs. I can see how this can sometimes jump proportionately and feel punishing without clear communication. I’ll take this with me in the balancing pass for the next update

I hear you on the looking ahead and the feeling of being directionless as well. There is an intended balance between strategic planning and watching unexpected chain reactions, I agree that it currently leans more towards chaos. 

Was that mainly because it was hard to plan ahead? Or were there also other things that made it feel that way?

Minimal feedback of what things do, exponential scaling trees (+40%, +60%, +1000%), little inference
Numbers go up, get more things, pack them tightly, not too clear how to have an impact outside of that
To some degree probably also how the tree is laid out - explosive upgrades mixed with fireworks, cooldown randomly put behind a heat upgrade

Chaotic is certainly accurate, little cohesion
Would be nice if heat could do more eventually, I'm sure that's planned - becomes a little arbitrary and not important until the ending after not too long

Thanks for the detailed response, this is very helpful!

overall a amazing game would return.

Glad to hear it! Currently working on the next update here which will serve also as a demo for Steam

Make it so you can change where you have the spawners placed after you have placed them.

This has been on my mind, I want to have some stricter rules around spawner placement and then this would be the next step! 

i imagine the spawner placement rules would be to prevent people from just putting the explosive launchers immediately next to the fire?

Yep! Thats definitely one of the reasons :D And also having some breathing room around the spawners so they're more spread out and considering the trajectory becomes a strategic decision

the only reason i recomended that is because i realized that once you get the bigger cursor size and click to fling it makes it so you have to spam click all over the screen on my run.

Id love to understand more, what would you do if you could rearrange the spawners?

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make it so they were closer together so it would be easier to grab adn throw all the peices into the flame.

so mostly making it easier to grab and throw into the fire.

ah now  I get it, Thanks for taking the time to explain!

This is lot better than I expected it would be. Love the idea, physics and the sounds! Well done.

Love to hear it, thanks!

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Good Game

Thank you!

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Nice game! Although at the end of a stage, if you click upgrade before the money was counted in, it's purely lost.
Edit: i could not reproduce this tho.
Sometimes at the end of a run you can kinda reignite the fire after it has been put out if you flick in enough stuff.
Also maybe once flicking is bought, the text could be swaped to "flick" instead of drag.
The tech tree design is very clever and practical to use :)

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Thanks for playing and reporting the bugs!

  • Good catch, I think I will separate out the actual adding from the counting in animation
  • Hahah I thought I’d fixed this but there can be a tiny window where the fire reaches almost zero and something is inside it, I’ll look into it! 
  • Very valid about the reminder, will fix this up in the next patch

Glad that you liked the tech tree design! The goal was to always have something you can buy after a run :D

came here to say these exact same things lol 


got to 14 fire and Really enjoyed the Tech tree concept!! Removing digging through giant woven tech trees is pretty revolutionary/amazing 💙💙

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Glad to hear it! Really appreciate the kind words

for the money thing, it doesnt seem to be lost it just still does the full counting animation in the background and takes a few seconds to actually register the money in the upgrade screen

That's what I'd hoped would happen, thanks for verifying! I'm patching this up so you can basically click upgrade immediately and see your new balance!

Loved the game, played it twice!

love to hear it! Were there parts you liked more than others? Anything you didn’t like ?

The asymmetry of the upgrades you can do was great. Some paths just broke off earlier and I didn't realize it, hence why i played it a second time with my intentional selections. I might do more successive runs optimizing only for 1 resource each just to see how it goes.

Also the silent endless mode of being able to go above 10 fire was great design.

I also tried to place the resources all over the map in the first run only to realize it penalized efficiency instead. Might be an idea to force it in some aspect so that I can't just pack everything together on one side, get the click upgrade and turn it into an autoclicker.

Thank you so much for the detailed response! Really glad to see the design intent resonate with you!

Yeah fair point about the spawners, I added a "no zone" around the fire but perhaps the spawners themselves could have tiny no zones around them so theres a limit to how much you can stack together

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