[go: up one dir, main page]

Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 1 to 40 of 47 · Next page · Last page

Bugfest!

(+1)

this is an old prototype that I made in a week, please play the new version

ok

(+1)

You're doing yourself a disservice by keeping this web version here out of sync with the Steam version.

there’s an updated web version on here that’s synced with the steam version, I just wanted people to be able to play the prototype if they prefer 

OH! Sorry. The link is not very prominent. 

(+3)

The second cannon seems to cause one of the balls to always be out of the pachinko area

(+1)

And the levels don't seem to end. I assume because the balls shot offscreen never hit pegs or cups so they never despawn.

yeah there's a few bugs, this is a prototype of the newer version so I probably won't update it anytime soon because I'm fully focused on the full release. 

ngl, i like the ballatro modifiers here way more than the simple point collection in your newer version

Appreciate the feedback, why do you prefer that way? just more engaging or? 

i like numbers going up quickly

(+4)

Double cannons shoot off screen and round never ends prestige upgrade. Overall way better than the last demo.

(+1)

Wow, at first I thought this was an updated version of your demo version and it scared the hell out of me, but this is actually your first version, right? I misinterpreted your comment :-) Not gonna play this, because your new demo version is waaaaay better.

Reaaaaally good. I should be working on my own nodebuster-like and instead I've been playing this for an hour lol

Thank you, there will be a new version out soon. Good luck with your game! 

(+4)

There's a bug where the additional cannon fires balls outside of the area, softlocking the game.

The bombs suck actually pointless they hurt you more then the pegs. Progression is slow asf. Gameplay loop is lacking a lot. The maps are not balanced the bucket levels might as well skip / end level immediately because you get 1/10th of what you get with the moving buckets. The different color balls offer next to no bonus and does not help progression at all. The levels are repetitive but early access so thats fine.

draging to move upgrade menu just freaks out, its diffrent feels 2 steps forward 1 step back compared to first game.

wish this was on mobile

the second baLL DAMage reward doesnt work

Few Things I noticed:

- Score and target text are swapped (target shows your score and score your target)

- In Stats menu all balls and pegs chances are writen as blue ball and blue peg spawn chance

-I am not sure if leveling up does something and it would be nice to have some indicator what does it change other than peg HP

- It wold be nice to have some short info abot metal pegs and rocks on the bord. As they are confusing at first glance.


Overall very fun game, I am looking forward for further updates.

Peg respawn is a huge debuff. Targets feel way too low

(1 edit)

I love this game...though I can only play like 5 minutes in browser and Safari refreshes the page due to memory outage.

Okay, ill investigate, thanks for reporting this!

(+3)

Also lots of fun playing it, but whats the actual point of prestiging? You can unlock all of the skills without using prestige :D Needs some kind of scaling or more content :)

It seems that after upgrade damage stat does not update from some point. Mine was stuck on 13 damage.

I do believe it may be due to the game not accounting the last +1.5 damage upgrade.

thanks, should be fixed now

(1 edit) (+3)

lots of fun, I beat it, I would suggest making level req scale exponentially, since I hit like 100m each run and the requirement for level 30 was only like 20k, also add an option to skip a whole bunch of levels if you way overshoot the level requirements, that way I am not waiting like 1 hour to get back to level 30 to start getting more tickets, also maybe make it so getting more tickets only happens when you reach a new highest level, instead of every level

(+1)

Thanks for the suggestion, I like it :) 

I agree with this, maybe an early prestige option to skip 1 stage per level, and let it scale up in cost, but still only be 1 ticket per level, increasing by 1 every 10th level skipped.

(+1)

Really good game good job ! I would Suggest maybe more non prestige upgrades (the first skill tree) but take your time cuz i know its not that easy to make games 💖

Definitely, heaps more upgrades to come, thanks for playing!

Music volume slider doesn't do anything

yeah this is a problem with the web version, I haven't had a chance to investigate, it works fine on the downloadable version.

(+3)

It would be great if the game ended the run when there are no pegs or multipliers left. As it currently is, sometimes you just have to watch the timer go down.

(+1)

that will be in the next update, probably later today or tomorrow! 

(+1)

Furthermore I would suggest the option to end the level via a button.

(+1)

Few observations just playing pre-prestige:

The +1.5 damage upgrade seems to be bugged, and is being rounded down to always give +1 damage. Could also stand to be a few more damage upgrades in general; you cap out very early and then end up needing dozens of hits to kill pegs late-game.

The rate of fire number in the stats panel is potentially confusing/misleading: it says N/s (implying N shots per second) when the number represents delay, i.e. N seconds per shot (N S/shot?)

The shot delay upgrades are basically scaled backwards: the early ones are -0.1 which is a tiny ~2% rate of fire increase overall (going from 5.0 to 4.9 seconds per shot) and not even enough to get you an extra ball launch when rounds are short, while the last one is -.05 off of 1.35, ~58% rate of fire increase. Generally if you’re going to go with delay reductions instead of starting from frequency and taking the inverse, it’s best to start with higher values and gradually slim down, to preserve the proportionality of each upgrade (5.0 seconds -0.5 to 4.5 seconds for ~11% RoF increase at the start, 1.0 seconds -0.1 to 0.9 for another ~11% RoF increase by the end, as a napkin-math example)

On that subject, the “round duration” feels like it could be replaced with a simple “balls per round” attribute, given all the duration of the round really does is determine how many balls can be fired anyhow, just with additional complication with the Rate of Fire value.

The end-of-round popup obscures the multiplier half of the in-game scorecard. It should probably center on the game board instead of the screen as a whole.

As another random suggestion, you could have the multiplier slots replace missing pegs instead of disappearing if you’re worried about players tunneling to one multiplier and then spamming it. Though to be honest, the whole Balatro scoring system feels a little out of place to me.

these are some really great suggestions, thank you 

(+1)

is it possible that the mini balls updates only spawns regular balls? after purchasing this updates my multiplayer didn't scale as fast compering to the previous runs

(1 edit)

Why 'crital'?

Really fun, but is almost too easy. I enjoyed it a lot, but the prestige to keep some money after made me too OP starting the second go through with over one million monies. Not sure if intended or not. Overall, really good game!

(+1)

yeah the balancing is still quite off, I’m going to work on it more soon, thanks for the advice!

(+1)

Needs a late game rebalance around tokens.  I'd recommend an early prestige upgrade that allows you to complete multiple "targets" per run, and drastically (geometrically or exponentially) increasing the target numbers for later levels.  You'd have to rebalance the token costs on the prestige tree, but it'd make the endgame much more interesting.

Also, the prestige button should be moved to the bottom right next to Tokens, as I completely missed that it existed for way, way too long.  Also, unless I'm missing something that that "Ticket" button does, it shouldn't be styled like a button.

(+2)

The core problem is that in the late game, you spend an awful lot of time looking at a basically blank board waiting for the clock to run out so you can get your next token.  The level time upgrades become actively bad (but you must buy them anyway, to get the token acceleration).  

(2 edits) (+1)

Dope game. When you complete a level by earning the Target $, the button to proceed should be "Next Level" and not "Play Again". Great game!

Edit: Also, not that matters too much, but Platinum Balls coming after Diamond needs a bit backwards. It should be Bronze, Silver, Gold, Platinum, Diamond

Edit 2: Once every Peg and Bonus Multiplier is collected, the level should end and evaluate whether or not you passed based on target $.

Great concept for an incremental, however, i feel like you should add a note that you can move the directions the cannons face in. I didn't know that and progressed pretty slow for a while. I probably have this issue because i play on mobile. Also, now that you added the stats, i feel like the ability to move the upgrade tree around would be convenient. These fixes are optional though. But with what you've made so far, this game is very good!

Hey these are great suggestions, I will definitely keep them in mind for the next update! glad you enjoyed the game

(+1)

I've been following this game for a while and playing through its various incarnations, so here's some things I've noticed so far with the current one, as well as some general feedback.

- You can earn tokens past the limit, so the limit upgrade does nothing.

- "Keep Money on Prestige" upgrades are too expensive at their rate of 5 * level. It would take several 30+ token prestiges to max them out, but they stop being useful long before that due to limited uses for money (see feedback below).

- There's an "add time when pegs are destroyed" upgrade in the prestige tree for some reason that appears to just be the upgrade for regular money that's already bought. Previous versions had an equivalent of this as well and I'm not sure how it happens.

- If you invest tokens on the prestige screen and click cancel, it resets the skill investments but doesn't refund your tokens.

- The music volume slider doesn't work (I don't think it has worked in any version so far).

All in all it's a fun game in this iteration. Its biggest problem is probably late game progression once you can easily hit all the target scores/run out of regular upgrades to buy, which doesn't take all that long. You'd want to get tokens faster at that point, but nothing really helps with that; even prestige upgrades only help with money/beating stages, so once that's not a issue anymore, there's no incentive to aim for the rest of those.

That said, the token rate does seem to increase for unclear reasons over time, so maybe tying that to an upgrade could be a good step towards more meaningful progression in the endgame? The earlier game is a lot of fun when you're still in that gameplay loop of hitting and overcoming roadblocks, it just runs out of steam later.

(+3)

I *think* what it is with the tokens is you start getting one per level once you've maxed out the tree. Which by the time you're trying to grind all the prestige upgrades is not really fast enough (but way better than it used to be at 1 every 10 or every 5 it seemed like). Maybe one way to make the upgrades that help you make more money matter late game is to let you cash in $ for tokens at some high exchange rate?

(+1)

Hey Vellidragon, I appreciate all your feedback and time spent with the game!

- Good catch with the token limit, I've actually removed the limit as I didn't feel like it fits the design that well

- I will re-balance this sometime in a later update

- Not sure how this happened but I have a feeling I changed the upgrade enum order and some upgrade were serialized weirdly, anyway fixed now

- Fixed the cancel prestige bug

- Yeah this is a weird one, I haven't fully looked into whats happening but it works fine on desktop builds so it makes me think its got something to do with godot web exports

I'm going to be planning some big upgrades in the next couple of weeks that should hopefully make the middle and end game a bit more enjoyable, these will include some different peg types and different level layouts, I'm also playing around with the idea of "boss fights"

I just pushed a small update that shows stats and added a couple of new upgrades, hope you keep enjoying the game :) 

(+3)

I'm not sure if the 2x prize reward prestige upgrade in the new version does anything. The prize buckets are giving the same multiplier as before.

(1 edit)

That upgrade doesn't affect prize buckets but does affect the peg rewards. Maybe I need to make that more obvious.

The prize buckets are multiplier values, so they multiply your total score.

It wasn't affecting those either when I last played, but it is doing so now with the recent update.

(+2)

Ah yeah there was a bug where it wasn't showing on the label but was being applied to the total value at the end but I've fixed that now, hope you're enjoying the game. A big update is coming out in a few days to add more content

The amount of token you need to get feels a little low, once you got a 2nd cannon and all money multiplier you're pretty much done with the prestige upgrades, the rest only help a little bit.

the passive income upgrade is also feels kinda useless, by the time you get it to a high level you can already get tons of money from just starting another round (unless you can get the passive income offline then I guess it still have a bit of use)

other than that the game was fun, would def be interested in playing more when there's more upgrades to buy!

well, i maxed out every upgrade including max ticket count before even prestiging because the chance was so low i never filled it up till i spent a solid 10 mins grinding just tickets.

welp, first prestige and on level 6 i have 6.2 billion leftover. i think i won.

Yeah I will re-balance the game today and add new upgrades

loving the new update! imo the main issue is that the game isnt very balanced, once you get pretty far into the game it is very easy to get every upgrade and then grind up to 33 tickets. Then you can just buy the quadruple cash and keep upgrades on prestige. I think you could mostly fix this by nerfing keep upgrades on prestige or making it cost more.

Yeah I might remove the option to keep upgrades, it would help slow the gameplay done. I'm also planning on adding about 10 new upgrades today and removing some old redundant ones

Needs more upgrades, max ticket spawn rate is way to low, It takes longer to get 3 tickets then to max out most of the upgrades loop 2 and on

Yeah I'm going to add more today :) 

Prestige just doesn't work, It says everything costs 1 dollar, and it didn't reset my level so i was softlocked and can no longer play the game

this is weird, I’ll look into this! 

(1 edit)

I think prize pegs are broken, instead of giving me the reward they instantly pop with no reward, even when having the multiple time prize peg on. Other pegs don't get instantly popped.

Edit: Also just after I prestiged, the buckets at the bottom now have infinite uses and change value each time.

(+1)

thanks for reporting I’ll take a look

(+1)

The prestige thing is actually an upgrade but I'm going to re-balance/refactor them at some stage tomorrow 

(1 edit)

It seems like that prestige is bugged. After the first prestige I wasn't able to buy anything in the prestige table. When I click the upgrades they just reveal the new ones but won't give me any of them. Also progress isn't reseted so I start at Lvl 44 and can't progress at all anymore. Even after trying to prestige for the 5th time it won't reset

Sorry, I've fixed this issue now! thanks for reporting.

(+1)

nice glitch to max out an upgrade(s):

1: get an autoclicker

2: find a spot on screen where your upgrade located (you have to have enough cash to buy at least 1 level)

3: go to pachinko screen, start autoclicker, enter upgrades, get the mouse in position

4: you're in crippling debt, which is washed away by getting a single cash prize from pachinko

hahaha nice find

(+2)

Pachinko balls summoning all the cosmic power in the universe to go for the only bucket worth $0:

All jokes aside, this is a cool concept for an idle game!

a tale as old as time...

(+1)

Prestige is buggy. After the first prestige it don't reset anymore. And who to get more then 10 tokens, there are updates in the prestige tree that cost more then 10 tokens but you can only get 10 with max upgrades and you can't save them. So they reset everytime. 

Sorry, I changed the prestige so you don't lose your tokens.

Thats works but don't fix the problem. You can still only have 10 tokens.

Deleted 226 days ago
(1 edit)

Ahh, the cap you were seeing was from a save file bug, it should be resolved now, it was hard for me to see because my save file didn't have the upgrade

Same, I got the issue where on the second prestige I was not reset and I just continue with my progress

Viewing most recent comments 1 to 40 of 47 · Next page · Last page