
A short incremental physics game. Swing a wrecking ball to smash monsters before they reach your home! Upgrade your ball and your home for more smashy goodness!
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About
An incremental physics game that lets you swing a wrecking ball to smash monsters before they reach your home! Smash monsters to earn essence, and use that essence to buy upgrades to your wrecking ball and home. Progress from a lowly wooden hovel to a grand stone castle with archer and mage towers. Three game modes provide extra fun:
Standard: the default gameplay.
Night Terror: play in stormy darkness with only the light of your wrecking ball and occasional flashes of lightning to aid you.
One-shot: start with all upgrades and see how long you can last before a single monster reaches your base.
Upgrade your ball and your home for more smashy goodness!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Bulgarian, Czech, Danish, Dutch, Finnish, Greek, Hungarian +13 more
Reviews
[b]Great concept, but it feels more like a prototype than a finished game.[/b] A physics-based incremental tower defense where you swing a wrecking ball to defend your base sounds awesome. Unfortunately, the actual gameplay is basically: [list] [*]Move mouse left. [*]Move mouse right. [*]Repeat. [/list] That's pretty much it. There's no real tower building or upgrading, very little active progression, and only a handful of passive upgrades. I kept waiting for another mechanic, ability, tower, or bit of micro-progression to show up and deepen the loop, but it never really does. The "physics-based" part is also pretty shallow. If your ball hits an enemy without killing it, the enemy basically just gets knocked straight into your wall. Then there are things like an upgrade literally displaying its internal name: [code]ug_tact_overtime_1[/code] That really sums up the problem. [b]There's a genuinely fun idea here, but it feels unfinished.[/b] Give me more towers, meaningful upgrades, abilities, progression, and reasons to do something besides swing the mouse back and forth, and I'd absolutely come back to it.
Absolutely great game that is super fun. I never thought swinging a spiked ball back and forth would be fun, but it's super fun. I would definitely agree it's got a strong incremental element, as the skill tree is diverse. From an idler perspective, other than the skill that gives you "energy" every second that you can upgrade, even when you're not in a match, there's no other idle components that I can see. A suggestion to the developer would be to consider an "idle" mode where the ball swings back and forth automatically but maybe less accurately/more slowly/less damage to still encourage active gameplay. I think this would still fit with the theme of the game because you can also just keep the game idle on the skill tree after unlocking those skills to accumulate points to upgrade, so there's already idle aspects in the game. Edited to add: The developer is fantastic and very responsive to feedback. I mentioned Cloud save not being enabled and bam it was enabled shortly thereafter.
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Enjoyed the game it’s fun and interesting. I do wish that every time I went back to the upgrades menu, the zoom level didn’t reset. It would be great if it stayed at the zoom I previously selected. All in all, it’s a nice little game, and the price is quite fair.
[h2]NOT RECOMMENDED[/h2] This game has a great idea and fails to do anything of value with it. It fails to use the great examples of cool game ideas that exist on Steam right now, say, Ball x Pit and then have meaningful combat and upgrades. The gameplay is simple. Swing the ball and chain to gain momentum and smash your enemies. So what's the problem? It doesn't feel good and isn't fun. Your ball takes a bit before getting up to speed and even then, the enemies can "jump" onto the screen allowing them to skip walking time and if that wasn't bad enough, you can easily push or knock enemies into your defenses. [h1]Standard Game Mode[/h1] This game mode is everything you couldn't possibly expect; it's MEDIOCRE. Instead of being a series of stages and having set enemies with strengths and tactics, it's just a pile of enemies for X amount of time. You only change enemies when you upgrade your base. If your timer is 30 seconds then you get a assortment of TWO TYPES OF enemies for 30 seconds and that's basically the entire game. If you don't upgrade your base for a while, you will see the exact same enemies every time, without fail. No unique enemies. No mini-bosses or bosses. No special enemies to kill for a temporary power up. No slow increasing difficulty of enemies. Just Blue Slimes and Yellow Slimes (If you upgrade your base, it becomes Zombies?). This completely ruins any possible enjoyment you could be having because if you're doing good, it's still over in a flash. And if you're not, it's still over as quickly as it started. This game really needed to have a bunch of enemies and have them do different things. Make them all have to first walk onto screen and then start doing more and more interesting things. How about a trojan horse sort of thing? Where it takes a few hits before releasing the hidden enemies inside? Have some larger enemies that block hits for their allies. Then since you added these types of enemies with specials, the player should also have abilities to activate as well. How about a flail like ability where we spin the ball in place like you grabbed part of the chain and spun it. Instead of cool abilities you get Elemental types. Like, COLD which slows enemies you hit. And it's about as good as you think. It took me ages to get enough unlocks in order to get this and it might as well not be there. Speaking of not there, the damn spiked ball on the main menu! All I've been able to do is increase the size and damage slightly. [h1]What about the other game modes?![/h1] Avert your eyes because there is nothing to see here. The Nightmare mode is just the same crap with a dark world. I have not seen it have anything of interest besides this. And, at time of writing, the final game mode requires me to spend 15k essence for a single fort upgrade in the Standard mode order to unlock it. Which, even passively, would take me about an hour to gain. I do not believe it will be worth the effort so I have not done it.
[h1]Игра недоделана[/h1] Геймплей у игры максимально простой и при этом напряжённый. Водишь за курсором гигантски шар и сносишь нечисть с поля, не давая добраться до хижины. Но из-за монстров часто появляющихся непосредственно у порога, приходится елозить мышкой туда-сюда по одной траектории в одни и те же точки . Игра не наказывает за поражение, что не даёт абсолютно никакой мотивации растягивать связки на запястье. Прогрессия сломана т.к. древо навыков несбалансированное. Последние прокачки необоснованно дорого стоят, половина древа импакта не вносит, а прокачки разряда [b][2...30]x эссенции от монстров, добравшихся до вашей базы[/b] работает крайне странно. Убийство монстров у порога, рискуя здоровьем своего домика, ради наживы от приличных множителей эссенции. Звучит логично и может показаться неким усложнением или испытанием? Но нет, монстрам буквально нужно влепиться мордой в твой забор, чтобы одарить тебя наградой. Выходит так, что в купе с другой прокачкой аля [b]Первые X монстров дадут X множитель эссенции [/b] Выгоднее за 10 секунд впитывания монстров получить 800к эссенции, нежели гриндить их в 4 захода по 5 минут (а то и дольше, ведь есть бонусы на увеличение времени захода) 200к за заход. Если не учитывать эту недоработку, ломающую экономику, игра проходится быстро и ровно также быстро надоедает Визуала и звука не хватает. Пускай они хотя-бы приобретается за внутриигровую валюту, но без этого в купе с однообразным геймплеем вяло играется и быстро теряется интерес. В игре есть ещё 2 режима. В одном из которых локация в темноте, которую можно озарить своим шаром-курсором, что не добавляет ни интереса, ни какого-то вызова, учитывая, что тебе и так необходимо водить курсором в одном месте и по одной траектории из-за прыгающих к порогу противников. Во втором же режиме происходит некое Выживание, где нужно продержаться так долго как только можешь. Древа там нет, но и ничего дополнительного или отличающегося тоже. А бесцельно натирать коврик запястьем вообще смысла не вижу. [hr][/hr] [h2]Итог[/h2] Как и аватару, игре предстоит ещё многому научиться у idle и инкрементальных игр. Нужно не возводить количество существующих улучшений в цифровой максимум, а добавлять новые, меняющие и дополняющие игровой процесс. Кусочек какой-нибудь автоматизации или же рогалика. Игра то занятная, но занимает не надолго и удержать по честному не пытается.
1. 번역 문제 : 게임하는데 지장 없긴함 2. 업그레이드 풀 문제 초당 재화 획득 << 이친구 긴급삭제해야할듯 저거 올리자마자 겜 하는 의미가 사라졌음 그래서 업글좀 누르다가 그냥 삭제함 저게 워낙 커서 그렇지 업글할때 강해지는 폭도 너무 적어서 이것도 불만이긴함 반동 이용해서 몹 잡는 참신한 아이디어 게임인데 업그레이드에 방치시 재화획득 이친구가 망쳐버려서 아쉽네요
공격방식이 특이한건 좋은점이나 몹이 점프를 쳐하는건 ㅈㄴ 잘못됬음 공격이 반동이 있어서 맞추기도 까다롭고 쳐 맞으면 몹이 튕겨서 앞이나 뒤로 튕김 그와중에 점프를 쳐하니까 정리가 상당히 만만치 않음 집을 지킬 생각이 있었으면 레킹볼 하나만 설치하는건 ㅈㄴ ㅂ1ㅅ 짓거리 란걸 알게해주는 게임
最近玩了许多增量小游戏,这是唯一给差评的,说一下几个理由。 1.核心问题是操作很奇怪,撞怪会把怪撞到墙下,然后玩法挺无聊的,你能想象连续几个小时鼠标在屏幕上只是划来划去吗。 2.天赋设置不合理,左边那个自动涨钱的天赋太贵了,极其没有性价比,花25万提升每秒50,收回成本都要一个小时了,而且还有好多级,整个游戏时间才几个小时,这天赋都没点的必要。 3.这种增量小游戏我基本都打全成就的,这游戏还有个黑夜模式,就是屏幕变黑再来一次,点完天赋又是几个小时。第三个一击模式,要求存活十分钟,但其实5分钟都够呛。想要十分钟练度需要挺高的,但很难提供持续玩下去的动力。 4.游戏天赋后期自动化程度太低,靠法师和弓箭做不到脱手挂机,其他同类型游戏后期自动化是一个很重要的东西。 看了一下其他评论,这游戏提供了一个不错的想法,但游戏完成度不够,数值设置不太合理,更像是是一个半成品后面还需要打磨,设置更多自动化的东西,看后面有没有继续更新吧。
如果这游戏6块钱 那我会给90分 如果这游戏8块钱 我会给85分 如果这游戏10分 我会给80分 如果25块 我会给75分
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