This is a tip for life. Never publish your first attempt. This applies to games, podcasts, Youtube, writing. You're bad. You might get good one day. But you're only going to get bad responses to posting your just-out-of-middle-school learning projects. Keep making games until you can play it and think "I would love to play this if I found it on Kongregate!" then post it. Nobody wants to wade through your school projects.
Interesting, but the AI isn't very good. I got pretty close to winning on my first try, not knowing the rules at all and trying to figure out what I was doing.
Thanks for playing! I agree that the AI isn't great for Ultimate (or for Sudden Death Ultimate).
On the other hand, it does pretty well at the Drop Three variation, and really well at the Notakto variation. (I have yet to beat the top-level AI at Notakto myself.)
My main hope with this game was to share some interesting concepts that could easily be played with a friend or relative on a napkin at a restaurant :)
I wish people would stop uploading school projects to Kongregate. Make a dozen games before you upload one. The first 11 are GOING to be shit. Once you've made something that -you- enjoy playing to the end, that's when you upload a game.
Same problem I always have with these sorts of puzzlers. Too straightforward, not enough thinking required. A tenth of the levels I was just following through with the motions, a couple actually made me have to think.
I can't fathom why you've made food and water separate values. I'm at tier 4, and while I've had to (barely) manage balancing between the two as food has become more scarce, so far the difference hasn't changed the game whatsoever. Unless I unlock buildings that need one or the other later, the're so similar that it seems make no sense to have both.
Thanks for the feedback! I don't want to give the impression I actually thought this through or anything, but there is an actual difference that starts at tier 5 or 6. Food gathering starts to slow down and becomes the problem for most of the story.
After playing for a couple weeks, I regret focusing on planes so much. Since you buy all your planes with money, it's much more efficient on later prestige levels to not touch planes at all, set to sell mode, and buy only build per click and auto build upgrades until they're maxed out. Then buy planes, focusing on the cheapest exponential price (each plane is two of the previous one, buy the cheapest after working out a multiplier in your head. First plane costs 1, second costs 2, third 4, fourth 8, etc.) I tend to keep track of this by leveling the first plane to an even number to make calculations quick and in your head. 2,4,8,16,32,64,128,256,512,1k(rounding),2k,4k
If you could somehow get to Prestige 17, you'd be able to make level 12 planes without buying anything. I shudder to think how long that would take, given my week of working on prestige 8.
When I looked at the high score list I was very curious why so many prestige 7's and so few prestige 8's...Now I see why! Level 12 takes exponentially longer than previous levels. Not sure if I'm missing something, I'm buying click upgrades as much as possible and buying planes intelligently (each plane should cost twice as much as previous ones)
A very fun and fleshed out game from what I can see, unfortunately the spotty controls made a jump about 10 levels in impossible for me to complete. Trying to jump from a mushroom to a wall, then to another wall, the movement keys register spottily. You'll be moving to the right, then just stop, killing all your momentum and timing.
I hope you can figure out the issue, I'd love to play more of the game. It looks like a fun one in this sea of idle games crashing over us.
thanks for the feedback, but this is not a school project.