Interesting concept! I beat it in 408 moves. I understand it's a jam, but I think it would be nice if I could hold the key down or queue the key press so I didn't have to spam repeatedly to play as fast as possible. And I'm sure you're aware but chance of success being displayed as (100 - confusion) is wrong.
Say for example every move has a 10% chance to succeed. Then the chance for 9 consecutive moves to succeed is 0.10^9=0.000000001 or 0.0000001%. The number can update for every step in the path, from 9 to 8 to 7, etc...
While playing, I actually couldn't tell if when the character "disobeys" then they can still accidentally choose your input direction. The behavior of that actually changes the chance. But as a developer, I would have it never choose your input if it is confused. I would show the mission percent chance of success in your UI or show nothing at all there, because it just added to my confusion in the first couple minutes of learning.
One more note, if it is currently letting confused rolls go toward your input, then making this change will slow the whole game to an impossible crawl. You would need to buff the improvements to match.
If confusion always goes NOT toward your keypress, then the meta is to not input the right direction for some confusion percentage. Adds a fun layer for me to consider in a long slog. But it should be more clear about when the player is and is not confused by not showing question marks when it obeys. Maybe show a checkmark and sound effect when it obeys for that contrasting hit of dopamine.
Thanks for responding! I agree, it needs clearer feedback when the roll is successful. As for the randomness - at 25% chance of success, there’s a 25% chance for the hero to move the direction the player chose. If they miss, it’s split-even chance which of the other 3 directions gets chosen. At worst, the game is a random walk with even chances to go in any direction, but with a single upgrade it bumps the odds so that choosing the correct direction is always the best choice. At 30% chance of success, it’s 23.3% chance to go in any of the non-selected directions. I have ideas for ways to change that in future updates so that sometimes the wrong direction is the best choice.
The upgrade system affects mechanics similar to an idle game. It never plays itself, but the XP growth explodes approaching the end and winning is inevitable.
well, I did it. an interesting twist on the formula, the confusion mechanic meaning sometimes it's better to try to walk in a direction you don't want to go when fail chance is high
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Enterprising! Good work.
cuuuuuute
Interesting concept! I beat it in 408 moves. I understand it's a jam, but I think it would be nice if I could hold the key down or queue the key press so I didn't have to spam repeatedly to play as fast as possible. And I'm sure you're aware but chance of success being displayed as (100 - confusion) is wrong.
Thank you! What do you mean by the chance of success being wrong? (gets out pen to note the bug)
Say for example every move has a 10% chance to succeed. Then the chance for 9 consecutive moves to succeed is 0.10^9=0.000000001 or 0.0000001%. The number can update for every step in the path, from 9 to 8 to 7, etc...
While playing, I actually couldn't tell if when the character "disobeys" then they can still accidentally choose your input direction. The behavior of that actually changes the chance. But as a developer, I would have it never choose your input if it is confused. I would show the mission percent chance of success in your UI or show nothing at all there, because it just added to my confusion in the first couple minutes of learning.
One more note, if it is currently letting confused rolls go toward your input, then making this change will slow the whole game to an impossible crawl. You would need to buff the improvements to match.
If confusion always goes NOT toward your keypress, then the meta is to not input the right direction for some confusion percentage. Adds a fun layer for me to consider in a long slog. But it should be more clear about when the player is and is not confused by not showing question marks when it obeys. Maybe show a checkmark and sound effect when it obeys for that contrasting hit of dopamine.
Thanks for responding! I agree, it needs clearer feedback when the roll is successful. As for the randomness - at 25% chance of success, there’s a 25% chance for the hero to move the direction the player chose. If they miss, it’s split-even chance which of the other 3 directions gets chosen. At worst, the game is a random walk with even chances to go in any direction, but with a single upgrade it bumps the odds so that choosing the correct direction is always the best choice. At 30% chance of success, it’s 23.3% chance to go in any of the non-selected directions. I have ideas for ways to change that in future updates so that sometimes the wrong direction is the best choice.
Is this an idle game???
The upgrade system affects mechanics similar to an idle game. It never plays itself, but the XP growth explodes approaching the end and winning is inevitable.
Well, that seems like an incredible stroke of luck. Fun little game, though!
Oh wow that’s incredible!! Best win I’ve seen yet!!
I am a bit confused on what I just did but I won. This was a good time.
I’m glad you had a good time 😁 thank you
That’s a good run! Thank you for playing!