Currently you're basically playing a 1 button game for a while. Since stacking speed on the same one orb is what you want to do. But the game also doesn't tell you that speed caps after 8 upgrades per orb. So it lets you just yeet money into the void, by upgrading speed when it's already capped on all your orbs. So I guess the gameplay loop is basically, click speed 8 time, click orbiter once, click speed 8 times. Rinse and repeat. I know you said you're redesigning speed. So it doesn't matter. But yeah, the current implementation isn't ideal.
Some visual representation of what level speed each orb it. Like them changing color when the speed is maxed, would be nice QoL. Though I guess if you're going to "speed upgrades all orbs" that won't matter. Or if you just uncap orb speed.
Points text also has a formatting error. On certain numbers it will resize. At the rate you gain points with 2+ maxed orbs, this makes it basically just twitch non-stop. When you hit 1k+ points it starts to line break and un-line break every time it hits a number ending in 1.
Thank you very much for all your feedback and taking the time to actually play the game. It means a lot to me that someone spent more than two minutes of their time checking it out.
Id like to explain my reasons and issues with how speed function before, how it's handled now, and possibly the new changes. Speed was my initial big balance to figure out. Speed was initially uncapped in the first version, mainly because of lack of testing, but after testing the game myself I realized that at a certain point of speed the game turned into a glowing ring with all colors blending into one. Interesting, but not quite visual appeasing for the game. My solution was to put a cap on the max speed, expecting that due to time restraints no one would ever reach that max. I was wrong and severely underestimated people. It was also a complete slip up on my part to not have fixed it trying to apply speed to a max Orbiter. This will also be fixed in the latest version.
That being said, I already have several changes and fixes that were going to be implemented in the next update but thanks to your comment I will be further working out the issues you brought up. I think the next update will address these issues along with QoL improvements, with the following update being a content update. Thank you again for playing the game and providing feedback.
I think conceptually you're on the right track with the game. So hope it works out. The biggest issue of most idle games is the lack of actual context/feedback of your progress. When it's just numbers, well, our brains can't actually contextualize numbers beyond a certain (quite low) point. Having the visual feedback of the circles gets around that, and gives that feedback our silly little dopamine addict brains craves.
But I do agree that a speed cap is needed (or you just get the same issue that revolution idle has, where the visual feedback goes away beyond a certain point). Though it does need to be clearly stated to the player that such a cap exists, and most likely make it so the speed button just straight up isn't clickable once you're capped, at the very least.
Then longer term you obviously would want more upgrades etc. to give the game a lot more play time. Because now, yeah, it's like a 10 minute game at most, give or take. I only spent longer because I was resetting to test the weird/buggy behavior. But it's an early build, so expect those to be later concerns to work on. One thing that I was kind of hoping for, but that wasn't the case. Was that the moon would actually rotate about the orbiters. Having some kind of effect on that orbiter. Because right now, the moons are basically just "orbiter 2, but with a variable orbit".
Thanks for your feedback. Ill make sure to update with an exit button. As far as the speed button, I should have explained it multiplies the speed of a single random orbiter, not all.
That gave me a laugh. The speed thing has been a fine line battle for me. Between making a game that becomes boring in 1 minute, or making a game that becomes boring in 10 minutes. Due to having plans for updates pertaining speed later on, the newest update to the game will have changed how the speed upgrade works. Thanks for checking out CoreLoop.
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Currently you're basically playing a 1 button game for a while. Since stacking speed on the same one orb is what you want to do. But the game also doesn't tell you that speed caps after 8 upgrades per orb. So it lets you just yeet money into the void, by upgrading speed when it's already capped on all your orbs. So I guess the gameplay loop is basically, click speed 8 time, click orbiter once, click speed 8 times. Rinse and repeat. I know you said you're redesigning speed. So it doesn't matter. But yeah, the current implementation isn't ideal.
Some visual representation of what level speed each orb it. Like them changing color when the speed is maxed, would be nice QoL. Though I guess if you're going to "speed upgrades all orbs" that won't matter. Or if you just uncap orb speed.
Points text also has a formatting error. On certain numbers it will resize. At the rate you gain points with 2+ maxed orbs, this makes it basically just twitch non-stop. When you hit 1k+ points it starts to line break and un-line break every time it hits a number ending in 1.
Thank you very much for all your feedback and taking the time to actually play the game. It means a lot to me that someone spent more than two minutes of their time checking it out.
Id like to explain my reasons and issues with how speed function before, how it's handled now, and possibly the new changes. Speed was my initial big balance to figure out. Speed was initially uncapped in the first version, mainly because of lack of testing, but after testing the game myself I realized that at a certain point of speed the game turned into a glowing ring with all colors blending into one. Interesting, but not quite visual appeasing for the game. My solution was to put a cap on the max speed, expecting that due to time restraints no one would ever reach that max. I was wrong and severely underestimated people. It was also a complete slip up on my part to not have fixed it trying to apply speed to a max Orbiter. This will also be fixed in the latest version.
That being said, I already have several changes and fixes that were going to be implemented in the next update but thanks to your comment I will be further working out the issues you brought up. I think the next update will address these issues along with QoL improvements, with the following update being a content update. Thank you again for playing the game and providing feedback.
I think conceptually you're on the right track with the game. So hope it works out. The biggest issue of most idle games is the lack of actual context/feedback of your progress. When it's just numbers, well, our brains can't actually contextualize numbers beyond a certain (quite low) point. Having the visual feedback of the circles gets around that, and gives that feedback our silly little dopamine addict brains craves.
But I do agree that a speed cap is needed (or you just get the same issue that revolution idle has, where the visual feedback goes away beyond a certain point). Though it does need to be clearly stated to the player that such a cap exists, and most likely make it so the speed button just straight up isn't clickable once you're capped, at the very least.
Then longer term you obviously would want more upgrades etc. to give the game a lot more play time. Because now, yeah, it's like a 10 minute game at most, give or take. I only spent longer because I was resetting to test the weird/buggy behavior. But it's an early build, so expect those to be later concerns to work on. One thing that I was kind of hoping for, but that wasn't the case. Was that the moon would actually rotate about the orbiters. Having some kind of effect on that orbiter. Because right now, the moons are basically just "orbiter 2, but with a variable orbit".
Should be a way to exit the game. When you buy a speed up it doesn't speed up all just the first blob.
Thanks for your feedback. Ill make sure to update with an exit button. As far as the speed button, I should have explained it multiplies the speed of a single random orbiter, not all.
That makes a really cursed kind of sense....
That gave me a laugh. The speed thing has been a fine line battle for me. Between making a game that becomes boring in 1 minute, or making a game that becomes boring in 10 minutes. Due to having plans for updates pertaining speed later on, the newest update to the game will have changed how the speed upgrade works. Thanks for checking out CoreLoop.