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(+3)

Cub sent me here. Thank you Cub, thank you Black Heart Games. :) This is a great game!

Thank you so much for playing and leaving kind words. <3 It means a lot!

(+2)

this is like the perfect idle game to turn your brain off to. i love it. ball go pop pop popop

(+1)

Haha thank you for this feedback! I zone out to it too while I'm testing it. We'll keep polishing it up.

(3 edits) (+1)

i love the game im a little confused on what split peg % does tho it would be nice with some hover information maybe taggleable

maybe even make the split peg chance so that if it plits on a blue peg the ball created also becomes blue :)

also maybe make some more upgrades so you get a new one every time you go up to a new level because doing a level and then doing the same thing with no bosts but a little harder is a little boring but i love the game :>

you could add a coin multiplier like 1.05x per upgrade or something

or maybe every time a ball touches a white peg its 1.01x more worth and 1.02x for green so on per upgrade 

:D

Tooltips for those upgrade buttons are being added as I write this. A split peg is a %chance for a ball to double itself when it hits any peg.

I think there are a few ways we could approach this as I have definitely had Split Peg get really overpowered in certain runs.

Boosts and buffs are coming in the next version! Some things might get a little slower, but I'm hoping for a greater impact of upgrades overall, as well as a global upgrade shop across all levels/playthroughs. That would come with a prestige system.

Your feedback is awesome and super appreciated. We'll take a look at these multiplier ideas and see if this works!

(+1)

Really good idle game with interesting mechanics. I really like the peg splitting upgrade.

Great audio and visuals as well!

Thank you for making it free and without any predatory mechanics.

I ended up crashing the game with a click speed of .07 so I'll consider that as me beating it lol.

(+1)

Grats on beating the game! :D lol sorry about that. 

We're really happy to put our work up for free on Itch while we think about the future of the game. It's been surprising and humbling to have so many people play it, and I consider us very lucky. 

Someday we're going to try sell this guy on steam and iOS so we can pay our bills and whatnot, but i also hate predatory freetoplay, and I think we'll always want at least a big demo for free so that people can try before they buy.

(+1)

dude.. this is peak shit..

Okay but honestly, for a game like this. Like, it's free?? It's actually pretty fun, and very satisfying to play??? It's always nice to see games where people put this much effort into them and it turns out to be probably one of the most fun games I've played in awhile. I love how well the pixel art is done and how overall polished this game is. It has charming details with it like how some of the in-game stuff changes depending on what level you're in. Honestly, I want to keep up to date with this game already and I'm only like 10 minutes in and already overall very happy with this. 

Keep up the good work! <3

THANK YOU! I'm really glad you're having a good experience with it. This is making me cautiously hopeful for when we grow the game and put it on Steam.

If you're following us here, you'll be getting all the dev log updates as we give this thing more love.

We really appreciate the kind words and helpful feedback. <3

(+1)
I'm not normal ha

(+1)

Amazing <3 <3  You got so far!

(+2)

It is such a chill and relaxing idle game, nyaa! I play version 0.13.
Here are the things I especially like:

Each stage resets, but new upgrades get added
When moving from Stage 1 to 2, automation gets introduced and efficiency nearly doubles—having new elements like that makes playing so much more fun!

Every stage feels unique, and the sounds are super satisfying!
I especially like how Stage 2 has a peaceful, nature-filled winter world, and then Stage 3 shifts to wood—not just natural wood, but processed timber as a material—and the sound design reflects that.
Looking forward to the theme of each new stage gives me extra motivation to keep playing!

I do notice that the upgrade prices keep doubling, so I often hit the same wall each time.
Maybe there's going to be a prestige system that helps overcome this mountain? That’s just my guess.
I’m super excited and cheering for the development, nyaa! 🐾

(+1)

OMG!!!! You're the first person to make a video of one of our games!!! I subscribed, I loved watching you play, even though I don't understand most Japanese.

We've just released new builds (web/ios/windows) with a bunch of fixes and improvements, and some of this is paving the way for a new core loop for the game. We've made it so that the game runs in the background, and now works in full screen.

I wrote a dev log, but the gist is that in the future we'll have prestige, global upgrades, tiered stages, new level themes, and hopefully better balance so that the game can keep feeling rewarding for a long time.

Thank you SO much for your video content, for playing our game, and for the helpful comment. I can't wait to see what else you create!

(+1)

I just tried to play and as soon as I loaded in i had a level 10 bucket and got the achievement but no balls i tried resetting from the setting menu and it was the same story

We logged a bug for that. I noticed it happen when I was playing a couple of times, too. Should be fixed soon!

(+1)

hiii! i really liked this game and am aiming to 100% all the achievements however all the ball drop achievements after ball pit seem not to work? It says in my final level that ive dropped over 40,000 balls yet in my achievement counter it says 0/10,000 dropped. (im playing on microsoft edge browser if that helps?) ive tried refreshing the page and nothing seems to work. overall its a great game but just wondered if this was a known bug?

(+1)

Some achievements are definitely broken, so apologies in advance! Thank you so much for playing it. We're doing many updates (see devlog for the rollout plan) and hopefully we'll have a less "early access" feeling build soon. I wonder if I put too many zeroes or something...

(+1)

maybe it's because im not all the far into the game yet, but it feels like once you get auto drop cd down to 0.1, you might as well stop playing until you get your next level. and it doesnt even take that long to do. your upgrades dont seem to make it go any faster, or make balls worth more to your level counter, it just kinda racks up cash without a real need to spend it. (comment written on the sea level)

I agree. This is definitely something we have struggled with, because this type of idler isn't playing nice with the infinite scaling of other incremental games. I was finding the "ALL THE BALLS" state to be really overwhelming, which is why I tried making leveling up a soft reset on the next level. But people don't like that (valid) -- so I'm working on a new core loop new that hopefully addresses some of this stuff.

Check back in a few weeks if you're interested in seeing the updates. And thank you for taking the time to write feedback <3

(2 edits) (+2)

Fun game! 

I think the level system could work a bit better if it was framed as a prestige layer instead of linear forward progression. That way the loss of upgrades might feel more like a trade for unlocking the new stuff.

bug: for some reason the disco ball only lasts for five seconds on the final level, and duration upgrades dont seem to affect it

Ack! Bug logged, thank you.
I just posted a dev log with our rollout plan for this game! A prestige system has been something I've wanted for a while, so that will likely get prioritized right after we tweak the core loop to make the game less frustrating. Coming soon! Thanks so much for the feedback.

(+1)

Gold coin duration upgrade seems broken, it just goes back to the standard 10 seconds when you leave the game and return until you buy another duration upgrade. Some achievements also act weird, I got the 10-bucket one automatically on returning (presumably for the 10-bucket you start out with) and never got "drop ten thousand balls" with over 100,000 dropped.

This is a nice premise and I'm curious to see where it goes in future versions!

(+1)

I'll add the goldcoin duration to our bug list. I think we noted that, tried to fix it, and then the bug reappeared again.

We'll look into those broken achievements, too. Thanks so much for calling out the bugs! We're working on a new build now with bugfixes and quality improvements (runs in background, hopefully fullscreen too.) Hopefully out tonight or tomorrow.

(+3)

not runing while looking at or clicking other windows defeats the Idle game aspects, if you cant watch a video while its playing.

(+1)

This will be fixed in the next build! I expected zero people to try this game based on other itch launches 😅 We'll try to have some bugfixes out soon. Thank you for playing and sending feedback!

why would no one try it, Idle games are like the game people try as they are easy to get into and can be played when ever?

It's mainly because our other two published games/demos on Itch didn't get this kind of traffic at all. I just figured that was how it was always going to be. But yeah, idle games are awesome for being casual and accessible. I didn't realize people were following them so actively until this. I'm hoping we can continue to improve this game and keep people entertained for a while.

(+1)

Theres 4 Flavors that get a lot of attention Idles/Incramentals, Roguelikes/lites, Horror and NSFW.
Puzzle gets a honerable mention as people flock to good puzzles.

(+1)

Really enjoyed this game! I like the idea of unique levels having more options each level as a reward for progression. I did find 'gravity' rather useless tho 

Thank you!! Also whoops, gravity being in the game might be an oversight. We'll fix that! And then probably add it back and fix it. Adding this to our to-do list!

(+2)

I haven't played the game too much yet, I'm going to keep playing, but one thing I love is the hold to click. I do agree with everyone else though, being able to bring the upgrades with us would make it feel like a smoother experience, but to balance this you can add faster scaling to the prices, making them cost more so you can't get too op. Great game in all though :)

Thank you so much for this feedback! If you're cool with checking back soon, we'll try out some updates and see if it helps. My dream is that the levelup doesn't feel punishing, but more like a breather. The later levels get very intense. But if the early stages of levels are too tedious, that's not ideal at all.

(+1)

No the early stages are great, it's the later levels that start to slow down. If you update the game it might just be my favorite game on the whole site

This is extremely nice of you to say <3  We'll try to keep making the game better!

(+2)

great game! might want the upgrades to come with me but idk

(+1)

thank you! And thanks for the feedback. I'll keep this in mind. We're going to make a v2 and we have some thoughts on a global upgrades  shop and possibly unique currency. Something to give it progress and more legs and more reward. We'll keep working on it for sure.

(+1)

glad my feedback was a help!

(+1)

Rather boring honestly, if the upgrades went with us, might be better, but resetting each level really stinkers!

(+1)

Noted, and thank you so much for the feedback! It might stay boring because it's an idle game, but I'll work on cranking up some of the early rewards and think about how we handle currency and leveling. Maybe a brief tutorial so that people will understand the leveling from the start!

Maybe have it so some of the previous levels upgrades transfer over?

So further levels have a slight boost to start?

Hm. Maybe an upgrade later, where you can level it up to get some percentages from the previous levels? So you have a reason to go back and level those too again a bit.

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