This is some of the simplest and most satisfying editing I have ever watched. The simple act of cutting seconds upon seconds away makes the video extremely engaging. Thanks for the video.
20:00 i feel like there was a way to fit the pineapple in there. Make the H pattern on the right side and forgo 1 of the invulnerability buffs for the pineapple to fit bottom Left.
Thanks for the feedback. I'll take that into consideration! The main reason draught was added was to counter the endless fights happening in PvP. (Cabbage vs Cabbage.. pineapple v pineapple.. crops with armor etc.)
@Bocary_ Maybe a change to the draught mechanic could make it still solve the endless fights but also still make it feel like wins/losses are earned fairly: Possible alternatives: 1. No draught but if no damage is dealt for a certain number of seconds, a tie happens. 2. Draught increases all unit's damage instead of causing global damage (more of a "rainfall" mechanic). 3. Units can have a decay mechanic: if they go long enough without taking damage or dealing damage or buffing something, just the inactive units get hit with the draught. 4. Some combination of the above, or some other solution. This is just off the top of my head, and I don't know how hard it would be to implement any of this on the coding side, or if they would work at all. Just some ideas. You're doing great work with the game so far, keep it up!
@@CGPlays Thanks CG! Great suggestions. Easiest would probably be to simply increase the time before draught kicks in (so most matches would never experience the draught). Might start with that, and have decay mechanic as backup plan. Been really loving your content on the game, keep it up 😍
@@Bocary_ I'm not sure if it's possible on the backend of things the way you've coded the game, but I've seen a few autobattlers have a mechanic where after a certain period, everything starts to accelerate (or rather, everything gets a speed boost that further increases over time - attack and movement speed goes up, cooldown and debuff timers tick faster, etc.) and once that hits like 3x or 5x speed (pick whatever number is just before what makes it hard/less fun to watch), it ends in a win for whoever dealt the most damage/eliminated the most enemies/has the most remaining HP relative to starting HP/whatever other metric you want to use, or even just ends in a tie. That way, you can let the game play out for, say, 5 minutes worth of time in, potentially, less than half that. Definitely enough in-game time to determine if it's going infinite, but not enough IRL time to make it boring/annoying to watch. I'd definitely go for CG's 3rd suggestion though. 2nd suggestion doesn't help if no damage is being dealt in the first place and also could give a disadvantage to units that would then get oneshot, and 1st could be problematic if one or both sides has a lot of knockback. Increasing the timer before the drought works too. Main simple change I'd make for the game is to make the _opponent's_ Aloe Vera field blue or something to differentiate it from yours.
This is some of the simplest and most satisfying editing I have ever watched. The simple act of cutting seconds upon seconds away makes the video extremely engaging. Thanks for the video.
Love how he misperounces the flower lol
20:00 i feel like there was a way to fit the pineapple in there. Make the H pattern on the right side and forgo 1 of the invulnerability buffs for the pineapple to fit bottom Left.
Peak CG Plays
Hey can you try the lime and the chamomile
The lime help the chamomile buy
some time because it has knockback
Edited
Cool video man, your content's great honestly!
My day is complete now that you've uploaded ❤️
I did some experimenting and it seems broccoli-pineapple counters chamomile pretty hard.
no steam achievements makes this a non starter for me :(
The game does have steam achievements. Unless you meant there's none for this crop yet?
Firstt
I discovered this game today and also your channel today and I was gonna buy the game but im glad I didnt the drough just killed the game for me.
I still enjoy the game, but yeah, I've got mixed feelings about the draught mechanic.
Thanks for the feedback. I'll take that into consideration!
The main reason draught was added was to counter the endless fights happening in PvP. (Cabbage vs Cabbage.. pineapple v pineapple.. crops with armor etc.)
@Bocary_ Maybe a change to the draught mechanic could make it still solve the endless fights but also still make it feel like wins/losses are earned fairly:
Possible alternatives:
1. No draught but if no damage is dealt for a certain number of seconds, a tie happens.
2. Draught increases all unit's damage instead of causing global damage (more of a "rainfall" mechanic).
3. Units can have a decay mechanic: if they go long enough without taking damage or dealing damage or buffing something, just the inactive units get hit with the draught.
4. Some combination of the above, or some other solution.
This is just off the top of my head, and I don't know how hard it would be to implement any of this on the coding side, or if they would work at all. Just some ideas. You're doing great work with the game so far, keep it up!
@@CGPlays Thanks CG! Great suggestions. Easiest would probably be to simply increase the time before draught kicks in (so most matches would never experience the draught). Might start with that, and have decay mechanic as backup plan.
Been really loving your content on the game, keep it up 😍
@@Bocary_ I'm not sure if it's possible on the backend of things the way you've coded the game, but I've seen a few autobattlers have a mechanic where after a certain period, everything starts to accelerate (or rather, everything gets a speed boost that further increases over time - attack and movement speed goes up, cooldown and debuff timers tick faster, etc.) and once that hits like 3x or 5x speed (pick whatever number is just before what makes it hard/less fun to watch), it ends in a win for whoever dealt the most damage/eliminated the most enemies/has the most remaining HP relative to starting HP/whatever other metric you want to use, or even just ends in a tie.
That way, you can let the game play out for, say, 5 minutes worth of time in, potentially, less than half that. Definitely enough in-game time to determine if it's going infinite, but not enough IRL time to make it boring/annoying to watch.
I'd definitely go for CG's 3rd suggestion though. 2nd suggestion doesn't help if no damage is being dealt in the first place and also could give a disadvantage to units that would then get oneshot, and 1st could be problematic if one or both sides has a lot of knockback. Increasing the timer before the drought works too.
Main simple change I'd make for the game is to make the _opponent's_ Aloe Vera field blue or something to differentiate it from yours.