Played through the demo today, just wanted to share my thoughts on it. As of now, for me, it really feels like an early in-dev version. Nothing wrong with it as it is still in dev, but yeah. It seems to me like the main gameplay loop and artstyle are here to stay. Art-wise, I don't have anything to say, it's simple, it's effective, it's quite charming. Gameplay-wise though...
I feel like it's lacking in depth, there isn't much to do for now. I understand it's meant to be an idle game and you're not supposed to be super active and doing really complicated stuff all the time, but I ended up just holding the drop button for 30ish minutes, occasionally checking if I could buy upgrades and waking up when I heard the sound of the golden coin. The upgrade system didn't really feel super satisfying to me? Like, I felt like more things were happening on screen, but it didn't change how I approached the game, it was always hold the drop button and wait I understand that it's still in developpment, and I don't want to seem overly harsh. Especially given that more seemed to be planned, given the Prestige button greyed out. One more things about gameplay, I felt like the persistent upgrades you get by spinning the wheel at each round are not really impactful. I don't know, it feels like it's part of a broader system that hasn't been fully implemented yet.
Regarding the sound design aspect of it, maybe it's because I was a bit tired when I played, but the repetitiveness of the sounds were a bit annoying to me. Maybe when music will be added it will alleviate the sound overload aspect of it?
Overall, I'm quite curious as to where developpement will go. It feels quite rough, but it has potential.
love idle games, the feeling of this is lovely! i have similar feelings as Korattata but your response to that is relieving :) i can say i also seemed to get the incorrect wheel bug, it looked like it landed on some multicolour ball collection but gave me 1% chance of legendary ball instead, which i assume is the golden ball on the wheel; i hope that helps!
I'll check on those and make sure they're hooked up correctly! Thanks so much. And a couple days ago I think I had a good idea for how to better support different play styles for the game... I'll need to talk to the engineer about it, but if it's feasible, I think it will help a lot. Thank you for playing!
Ohhh, i really like the newest demo here! My only two critisicms are 1. It still doesn't feel very "idle" when the best strategy is to power up the drop button timer and hold the drop button the whole time. Especially with the drop timer being upgradable starting at stage 3 instead of the beginning, instead of building into being more idle it just pulls you into holding the button even more. 2. I'm not sure what the point of the previous stages are, it'd be neat if there was more of a reason to go back to them, like making it harder to get to the 4th round of a stage, which is currently the max, but make it so you can go back once you get farther into the next stages and get an upgrade that way? or something? idk this is me spitballing, and maybe that issue is fixed in the full version anyway 3. I think the wheel gave me a different power-up than i landed on one time?
Opposite of criticism and other ramblings: 1. I love the noises. soooo much. my main motivation for continuing to play is just listening to the ball drop noise. (The only exception here is the neon stage, it just sounds a bit too staticy? buzzy? and it bugs me a bit, but that's likely a me problem) 2. Sometimes all of my balls turn legendary randomly, actually quite often if i'm holding down drop, I'm not sure what's causing this but i like it, it's exciting. I got the wheel powerup for the Legendary balls but that just says the chance a ball will be legendary, not that it would make all of them legendary? I actually recall trying to stack everything being legendary and multiball in the old version, so maybe that was already something that existed, it's late and i'm a bit tired XD 3. I'm glad to read that peg prices will be able to be lowered in the full version, i think that's a good idea. I was thinking they were wayyy more expensive this time, definitely no getting the 'gold on gold' achievement in the demo anymore lol 4. I do wish you could max out the split peg chance a bit more, i love how chaotic that one is, but I get how that could get overwhelming to the game and definitely could cause some lag.
uhhh that's all i can think of at the moment, but i love how this is progressing!! great job!!
Thank you so much!! I love all of this feedback. I agree with all of it and am also struggling to figure out the best design to support this game.
Re: Isn't idle enough -- agreed!! I want active play to feel rewarding, but not like it's being forced. So that's something we'll keep playing with.
Re: Previous stages -- there's a goal to have a meta game to reward maxing out of stages! But that has changed as we've designed it. I will be digging into that design this week.
Re: Wheel, uh oh! We haven't seen that before, but we'll keep playtesting. I'll let our engineer know.
Thank you for those callouts. <3
The balls turning legendary might be a bug! A miscommunication between myself and the engineer resulted in that XD It will be sad for that bug to go away.
I will share all your feedback with the team. I'm glad you're enjoying the sounds!
Sorry about that! Discord keeps making the links expire after 7 days even when I set them to never expire. I might be doing something wrong. Here's a new link: https://discord.gg/5DC2UQvhzh
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Played through the demo today, just wanted to share my thoughts on it.
As of now, for me, it really feels like an early in-dev version. Nothing wrong with it as it is still in dev, but yeah. It seems to me like the main gameplay loop and artstyle are here to stay. Art-wise, I don't have anything to say, it's simple, it's effective, it's quite charming. Gameplay-wise though...
I feel like it's lacking in depth, there isn't much to do for now. I understand it's meant to be an idle game and you're not supposed to be super active and doing really complicated stuff all the time, but I ended up just holding the drop button for 30ish minutes, occasionally checking if I could buy upgrades and waking up when I heard the sound of the golden coin.
The upgrade system didn't really feel super satisfying to me? Like, I felt like more things were happening on screen, but it didn't change how I approached the game, it was always hold the drop button and wait
I understand that it's still in developpment, and I don't want to seem overly harsh. Especially given that more seemed to be planned, given the Prestige button greyed out.
One more things about gameplay, I felt like the persistent upgrades you get by spinning the wheel at each round are not really impactful. I don't know, it feels like it's part of a broader system that hasn't been fully implemented yet.
Regarding the sound design aspect of it, maybe it's because I was a bit tired when I played, but the repetitiveness of the sounds were a bit annoying to me. Maybe when music will be added it will alleviate the sound overload aspect of it?
Overall, I'm quite curious as to where developpement will go. It feels quite rough, but it has potential.
love idle games, the feeling of this is lovely! i have similar feelings as Korattata but your response to that is relieving :) i can say i also seemed to get the incorrect wheel bug, it looked like it landed on some multicolour ball collection but gave me 1% chance of legendary ball instead, which i assume is the golden ball on the wheel; i hope that helps!
I'll check on those and make sure they're hooked up correctly! Thanks so much.
And a couple days ago I think I had a good idea for how to better support different play styles for the game... I'll need to talk to the engineer about it, but if it's feasible, I think it will help a lot. Thank you for playing!
really fun idle! the aesthetics are especially nice. the shininess of the balls is so mesmerising!
Thank you so much :D
Mmm... Deliciously boken. :3c
(To be fair, I DID very much deserve it though!!)
>_> uh oh, lol!! we'll take a look, thank you
Ohhh, i really like the newest demo here! My only two critisicms are
1. It still doesn't feel very "idle" when the best strategy is to power up the drop button timer and hold the drop button the whole time. Especially with the drop timer being upgradable starting at stage 3 instead of the beginning, instead of building into being more idle it just pulls you into holding the button even more.
2. I'm not sure what the point of the previous stages are, it'd be neat if there was more of a reason to go back to them, like making it harder to get to the 4th round of a stage, which is currently the max, but make it so you can go back once you get farther into the next stages and get an upgrade that way? or something? idk this is me spitballing, and maybe that issue is fixed in the full version anyway
3. I think the wheel gave me a different power-up than i landed on one time?
Opposite of criticism and other ramblings:
1. I love the noises. soooo much. my main motivation for continuing to play is just listening to the ball drop noise. (The only exception here is the neon stage, it just sounds a bit too staticy? buzzy? and it bugs me a bit, but that's likely a me problem)
2. Sometimes all of my balls turn legendary randomly, actually quite often if i'm holding down drop, I'm not sure what's causing this but i like it, it's exciting. I got the wheel powerup for the Legendary balls but that just says the chance a ball will be legendary, not that it would make all of them legendary? I actually recall trying to stack everything being legendary and multiball in the old version, so maybe that was already something that existed, it's late and i'm a bit tired XD
3. I'm glad to read that peg prices will be able to be lowered in the full version, i think that's a good idea. I was thinking they were wayyy more expensive this time, definitely no getting the 'gold on gold' achievement in the demo anymore lol
4. I do wish you could max out the split peg chance a bit more, i love how chaotic that one is, but I get how that could get overwhelming to the game and definitely could cause some lag.
uhhh that's all i can think of at the moment, but i love how this is progressing!! great job!!
Thank you so much!! I love all of this feedback. I agree with all of it and am also struggling to figure out the best design to support this game.
Re: Isn't idle enough -- agreed!! I want active play to feel rewarding, but not like it's being forced. So that's something we'll keep playing with.
Re: Previous stages -- there's a goal to have a meta game to reward maxing out of stages! But that has changed as we've designed it. I will be digging into that design this week.
Re: Wheel, uh oh! We haven't seen that before, but we'll keep playtesting. I'll let our engineer know.
Thank you for those callouts. <3
The balls turning legendary might be a bug! A miscommunication between myself and the engineer resulted in that XD It will be sad for that bug to go away.
I will share all your feedback with the team. I'm glad you're enjoying the sounds!
Your discord server link is dead :(
Sorry about that! Discord keeps making the links expire after 7 days even when I set them to never expire. I might be doing something wrong. Here's a new link: https://discord.gg/5DC2UQvhzh