Glitch: The enemy killed me at the same time I killed them. 0 men vs 0 men. The screen scrolled to the treasure chest in que and thats it, just stayed on the chest...no viking to open it.
This ending is the most rewarding ending I have ever experienced. It somehow captures all of my struggles in the game, and gives me a really high sense of accomplishment. Its very personal and hits home. All Games can learn from this.
Tips: Adding a little more drama to the game, so the player feels suspense when collecting the dollar coins. Perhaps make every drop cost $$ ?? Kinda like a gamble.
I considered having a limited number of balls/having them cost money to drop, but I eventually moved towards having the game be more of a toy than a game - I didn't want to have the player ever "lose" in any way.
I'd like the sounds to be more bubble wrap poppy sounding, and more hollow wood door knocking, than the video game peeping. Natural sounds can be fun and soothing. Video game sounds create headaches for players.
the low vibration sounds are good, maybe an option to add large bell sounds for players to create music ?
Fun Game: My TIPS; The start may seem a tad bit hard for some players to win their attention. I pushed through it. More levels !! Perhaps get a Random Generator Kaleidoscope program for this option to work. Option to buy upgrades with different colours !! Different coloured objects get more $points/awards. I want my balls to clone themselves more than once, would love to buy that upgrade, Would love my clones to clone themselves perhaps each cloned cloned operates less efficiently. Would buy upgrades for my popper hunters to also receive a chance to create more hunters or/and upgrade to splash damage like a fireworks. (creating a beautiful display for players to be mesmerized with. Would like to see some levels with hall ways or corridors, domino effect, Rube Goldberg machine perhaps as a Boss Level every ten levels ? This is will keep players coming back, and playing. And maybe make their own levels to share with other players.
I've been considering tweaking the way costs start and scale, specifically because of the early-game hurdle. I'm glad you pushed through! A lot of these ideas you're suggesting are things I'd really love to have, or wanted to early on, but ended up getting cut so I could actually finish the game. If I ever make PlinkyPlinky II: The Empire Plinks Back, then there will definitely be a lot more variety in levels/abilities. Thanks for all of your suggestions :)
I considered having a limited number of balls/having them cost money to drop, but I eventually moved towards having the game be more of a toy than a game - I didn't want to have the player ever "lose" in any way.