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Efficiency does not apply to strategy gain? Oh boy, this'll be a while. Especially since there is no guarantee there even is a node path to the end.

Or not, less of an issue than I thought it would be. With a few node edge upgrades the problem was nearly entirely gone.

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Not a fan of the exponential degradation of evasion, makes the last 50% about as valuable as the first 0.01%. Exponential probably isn't the right word,  but the doubling of evasion loss at various points feels vile. Due to the massive increase of evasion loss the Sneakier upgrade is also... massively underwhelming. A *3 increase to my total? Awesome, that's going to buy me an extra... 2 seconds.

The action speed upgrade also feels... incorrect? It works fine when you're still in jail, but the mechanic changes when you're escaping from "reward on completion"  to "reward while active", meaning you have to constantly click work to the point of an autoclicker feeling needed.

The 2k total energy softcap seems unnecessary to me right now, or an annoying roadblock I can only bash my head against? The Jars upgrade seemingly doesn't influence it, which makes the Jars upgrade feel less useful.

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Actually, from a pure math standpoint, *2 increase to total evasion is equivalent to /2 evasion loss and both win you extra 30 seconds. Though I do agree with the points overall, especially on the softcap, because I became painfully aware of it on my first run and it did not seem to affect me much afterwards (the 5k softcap is much more brutal).

For the exponential degradation: probably correct, I wanted to keep Experience resets fast, so that is what I ended up doing. It might've been better to use a polynomial formula instead. The 3x should give you more than 2 seconds though, since evasion loss doubles every 30 seconds.

Action speed: also a valid complaint, probably a side-effect of how I implemented it. When I was playtesting I thought it was okay, though I might've overestimated players' clicking tolerance.  I probably should've removed the 3x to work, but it is what it is.

2k energy softcap: I thought it might've incentivized people to use their energy wisely? Though looking back that was probably short-sighted as I originally thought of using it as a mechanic (which I never got to), and in the current state there's really nothing strategic to use it on. The Jars upgrade doesn't influence it at all since the softcap is just a divisor, although maybe the effect of Jars should've been applied after the softcap.

Not related to any of the issues but: thank you for giving detailed feedback. I've seen other games for this jam where people essentially say "this game sucks don't play it", so thank you for taking the time to write a detailed comment. It really helps!!!

to be fair a few seems unplayable. yours is pretty good.