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Without the token/diamonds giving a passive increase to ball or zone modifiers (ex: 0.1% boost per) then the prestige costs outscale the gains over time. This makes the game slow down drastically once you hit the 500 token/ diamond costs. Please add something to this as prestieging for tokens and not being able to buy a zone or ball modifier boost really is painful
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this is both creative for an idle game, and deeply soothing to watch. much more relaxing than games that incentivize you to break your fingers clicking rapid fire
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i think would be better if unlocking new floors was harder to get to but there was more upgrades and/or more upgrading . . it feels like not making any progress but have all the balls unlocked.
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Oh no, I see that mimama lost their progress... I said I was out last time I wasted time only to lose my save. If I lose it this time, this game gets the rating it deserves, based solely on that "feature"... which is sad since it has potential like the ideas that Forhekset laid out.
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This game seems to have ticks based on framerate as opposed to time, this means that for me with 15 fps, the game runs in slow motion, and I get way more from clicking off the tab and getting the "offline" progress, than I could possibly get from being active
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would it be possible to do something allong the lines of being able to change the amount of balls you have? have a setting where you can have twice as many balls, or balls of twice the value, for people who have a computer that can handle the larger amount of balls?
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Needs a "Post-Prestige/Next Cost:" label. Prestige to find the "Cost: 10" is now "Cost: 16" and I need an additional 6, not fun.
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I like the concept. Need balancing though....
On zone 7 (convayor): the golden ball (the last one) doesn't spawn well: it is destroyed (with points) instead of beeing released to conveyors.
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Dps counter. Scrolling ability for the upgrades so you can see the costs on the bottom. Multiple ball spawns. A low chance for a ball to hit the bottom most area and be teleported back to the top. Attack ball that gains tokens when hitting other balls. An upgrade to increase prestige from purchased upgrades. An upgrade to increase prestige from tokens gained. A stacking multiplier for balls that live through multiple zones. A mute button. :D
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is there a description somewhere on what the individual prestige topics mean? for example, Ball modifier. What does this do?
Perhaps a mouseover or something could help with this understanding :-)
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suddenly acheved negative money. To reptoduce this bug, you must have 2 affordable purchases in different sections (in my case it were aball upgrade and zone unlock), after buying first purchase you don't have enough money to buy second, but it stays available until next money update and you can buy it and make money negative
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Bug: i waited untill i got 40 points to finally prestige so i could get "ball modifier" and "Double Ball Value", they cost 16 and 24, respectively.
But after I finally did prestige and bought "double ball value" i still had 16 points left but couldn't buy "Ball modifier".
Cheers
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I worked up 18.7k prestige to get ball modifier 13 and it's not worth continuing anymore. Everything scales too hard. Aside from the first 2 balls, the others are not worth grabbing which should change, they should be able to give back their own cost within minutes (at the least) rather than basically eating money for no returns. Prestige cost scaling has me at the point where costs are 10 times higher than what is reasonable based on 1k earnings (which scales too slowly) per run.
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for me, the game isn't displaying correctly on chrome (bottom upgrade hidden, upgrade level not aligned with the case...), and on firefox the game is way slower (very strange bug!)
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so prestige upgrades you don't buy still incress in cost great game design totally makes me want to stop playing right there.
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Your V0.1.4 adjustments were in the right vein but, please for the love of god do more balancing. You're going to lose a chunk of first time players if, hours into gameplay, the game is still a grind. Not to mention the late game issues others here have mentioned. Otherwise, well done and interesting concept!
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The balls get slower and much less valuable compared to the cost each tier. They also have less potential zones they can hit, and the zone rewards do not drastically scale up as the game goes on. Additionally, the points-to-token looks to reset when you prestige, so you want to do short-mid instead of long ones to max token gain. The only real reward to going further is to unlock the new areas, and IMO they just get worse and more boring to watch. After ~300 tokens on a prestige the production starts to climb a wall, and after ~600 it slows to a crawl. But the upgrades quickly cost much more than that, and only serve to push out that wall by less than 10%. It just kills all incentive to keep playing for any length of time.
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You need to reconfigure your obstacles so that more balls get "trapped" initially, to give people more of an incentive to upgrade the zones. Have some actual fun in making them more effective. I don't really care about making obstacles smaller that my balls already make it past rather easily.
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Thought of it after reading my first - but maybe do the opposite of what I said in my other comment about 'wrong' paths, and instead add a 'bonus' path that warps the ball back to the top. At least, this way maybe matches the game as it is now a bit better. :D
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Like the idea, but as the other comments say - it still feels way too slow. I've been playing for the last few days, reset a few times, and now I'm back to waiting and waiting for a ball to pop out. Kinda makes me wanna ragequit the browser. I want to see lots of them going crazy and earning me points right from the start, or at least by now after a few days of resets. The 'difficulty' I think should scale more on surviving the zones. Maybe they fall off the sides or down the 'wrong' path instead of always eventually reaching the end. Most often I think of pachinko as a gambling game, but the only gamble in this really is maybe the ball is destroyed by RNG.
I would recommend watching Kaiji: The Ultimate Gambler. Manga/Anime/Live action movie - there is a pachinko game he plays that is very exciting. May provide some ideas, or just be fun to watch while playing. :D
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The Pusher Zone doesn't really work balls get trapped in the middle and squished until the pusher glitches past it leaving the balls in the middle i recommend switching to just one pusher for each row.
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We still need more BALLS! Perhaps to lower the "stress on the physics engine", how about you cut/shorten each zone like only 10 rows of diamonds instead of 16? So each ball spends less time on the stage and we can get more BALLS :)
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This game feels like needing some balancing...
Prestige points are too slow.
Earlier balls feels way too much stronger than later balls if we take into account cooldown/gain/price ratio...
Also the game needs some rng here and there to make it funnier... everything feels way too predictable...
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two problems that i see is
1. you can buy the last ball before you can get it level
2. the last ball can pop at the start and you get your points instead of going throw the hole level
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I have ball, zone, and token modifier all at 11, 10, and 9 respectively, and I think the token cost is too high as these 3 main prestige upgrades would require multiple resets, ball modifier needing 10.4k tokens and the other two would require 5.7k and 6.4k.
I can get 1200 tokens from a single run before it slows down too much (ball upgrades requiring hundreds of billions and hours of real time). Time efficient resets seem to be at 600 or so tokens. Needing more than 3 resets for a meaningful increase seems too excessive to me for 10% increase.
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i think the last ball unlocks too early? seeing how they all unlock it should be with the second last stage. but you can already buy it in the one before :)
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We need more BALLS. Max cooldown of all balls should be like "10". Also the effect of the zones like "shrinking zone diamonds" stops after some upgrades, only the modifier goes up