Thank you, it may not actually be freezing but taking a VERY long time to render. That level has a lot of pegs, I wanted it to be a satisfying end to this prototype. But currently I am loading the pegs in a lazy way which makes the game come to a full stop while it loads through it all.
I am currently working on that performance issue and will hotfix it soon!
During my first run I got 4 of the ore used for upgrades.
The very first upgrade is underwhelming. It costs 1 ore to unlock the upgrade tree. The upgrade itself does nothing. And my 3 remaining ore wasn't enough to get anything else.
All of the upgrades aren't much of a choice. First branch costs 5 ore, second branch costs 20, third costs 30.
1. It would be nice if the game assumed left-to-right loading from your roster so you don't have to go up and click a new ball each time. This is especially the case since a lot of browsers put their "exit fullscreen" button right in the middle of that area.
2. The player should just start with 3 default balls (even if you keep the loadout locked until the upgrades are purchased) so that they don't accidentally launch with a single ball after playing. Perhaps better, maybe just make "empty" slots use the default ball instead (unless you want to have them do something else on purpose).
3. The upgrades screen could use a little more obvious UI hinting. It wasn't immediately intuitive to me where I was supposed to click for the first upgrade, even with the text.
Last but not least, a settings menu for audio/music toggles would be good.
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Freezes after Stage 4/5 in the last level in the first row.
Thank you, it may not actually be freezing but taking a VERY long time to render. That level has a lot of pegs, I wanted it to be a satisfying end to this prototype. But currently I am loading the pegs in a lazy way which makes the game come to a full stop while it loads through it all.
I am currently working on that performance issue and will hotfix it soon!
During my first run I got 4 of the ore used for upgrades.
The very first upgrade is underwhelming. It costs 1 ore to unlock the upgrade tree. The upgrade itself does nothing. And my 3 remaining ore wasn't enough to get anything else.
All of the upgrades aren't much of a choice. First branch costs 5 ore, second branch costs 20, third costs 30.
I guess I know which branch I'll be going down...
You're right, that should be more ambiguous. I was sort of forcing players to choose the "additional pegs"
Really strong bones here, a few ideas:
1. It would be nice if the game assumed left-to-right loading from your roster so you don't have to go up and click a new ball each time. This is especially the case since a lot of browsers put their "exit fullscreen" button right in the middle of that area.
2. The player should just start with 3 default balls (even if you keep the loadout locked until the upgrades are purchased) so that they don't accidentally launch with a single ball after playing. Perhaps better, maybe just make "empty" slots use the default ball instead (unless you want to have them do something else on purpose).
3. The upgrades screen could use a little more obvious UI hinting. It wasn't immediately intuitive to me where I was supposed to click for the first upgrade, even with the text.
Last but not least, a settings menu for audio/music toggles would be good.
1. I will definitely address this, as well as just streamlining the whole level flow.
2. I can see how this would be confusing, that's a nice idea.
3. I need to implement some sort of animations and effects because the standard rock UI does blend in too much.
4. Settings are coming!
Thank you for your feedback, I'm glad you enjoyed it!
One option for selecting the balls to use would be to have them hotkeyable... Like press the "1" key to load the ball from slot 1.