Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Kaziglu_Bey

7
Posts
1
Following
A member registered Dec 04, 2019

Recent community posts

(1 edit)

I've determined what unlocks the Danger Zone pack: Unlocking Resin in Mining.

I'm just past that point with Mining, and waaay past that point with Horde, tho. Still locked.

Does anyone know what unlocks the card pack used for the top row of Dangers in the Dark series beyond the first card in the top left? Also, what unlocks the bottom right card pack in the Feeding the World series?

I do not feel the game should design towards resets that take that long. I saw below that you heavily leaned on the School system and the dust that lets you timeskip, but the game explicitly sets that to be an optional system because most people don't want to spend time on repetitive minigames. And if resets are starting to creep past the week point it means that progression should be looked at - is that a wall, is that the end of currently available content, is progression tuned right, etc... - because I don't see the point in the game degenerating into something I only check in on once a week or so. That's a recipe for loss of interest. Like, there are a lot of really good idle games that respect player's time investment and that tend towards the 24-48 hour check in timer for a very good reason, all throughout their content.

I understand however that GooBoo is in a constant state of flux regarding progression tuning so who knows where it will end up, but I was 100% among those people who saw the timer tuning on the recent Farm change and recoiled. It was nice that the dev undid some of that but still, idk if I really like the idea that resets are to be pushed out into a sort of week+ timeframe if the player doesn't lean on the School feature.

As to events, well, I don't agree with the philosophy that "you'll get everything in 3 to 4 years". That's insane design to me. Why not have the events rewards obtainable in a give loop of an event and just iterate or add slight expansion content on the next year? Or hell, just one and done it. Because it's very demoralizing to me to be like "oh yeah when events roll around wait for 48 hours then follow a Discord guide precisely and then return again for the same thing over the course of several years". I'm sorry, that's really bad.

(1 edit)

Snowball event is bad, if you made build mistakes you've bricked the entire event for yourself because rerolling for 50 snowballs a pop is painfully inefficient. Another great seasonal event justifying save file encryption, I'd absolutely be save editing a clear if I could, lol. Love to wait a whole year so I can just copy paste the discord build the sweats have figured out, fantastic design ethos. Also someone is saying that no matter how much you optimize you can only get 100 or so tokens? Amazing stuff.

e.: I'd also like to point out that since these seasonal events are not fully clearable in a single run it contradicts the game statement that there's "No pressure to play daily and no FOMO". I'd argue that if you want to be pedantic, sure, you CAN eventually get everything. But I look at the reward screen for a season event, realize I can /maybe/ get one piece this year if I cop to the correct strat, and then I /feel like I'm missing out/ because I have to wait, at bare minimum, a WHOLE YEAR to try again.

Please don't balance or design the game around what the top 1% of speed/efficiency players do. The game felt like it had a great pace, to me, and now it's a slog. I don't care what the spread-sheet writing optimization maximizers do, they'll figure out new ways to push the envelope regardless but meanwhile the game is just categorically slower and less fun for me and a lot of other players.

Cool idea, but the random market meaning you can have the game grind to a halt and lose progress feels really, really bad. Like "put the game down and never play it again" bad. I'm not sure I even know of any other idle/incremental where you can make negative progress due to random chance.