The X and Y rockets multiply each other. The rockets split into Y rockets after launch (you should be able to see them split above the launch pad), then each Y rocket splits into X rockets above the rock (look at the spot where the stream splits into the giant loops in the air). This means the total rockets is multiplied by XY. (5X and 6Y is 5x6=30 total rockets hitting the rock for each 1 rocket launched)
Never happier to be a channel member than seeing some more Gnorp! Semi joking aside I think the best part of this game was figuring out the mechanics and finding the good builds (thanks for turning me on to this game btw) so i'm not going to recommend a build or anything but don't overlook a feature because at first glance it sucked. The one example i'll give is the drones, while garbage early game, scale hard with each compression event. Edit: Also if you wanted silly gattlegnorps you should have upgraded their ammo before buying the sticky flower residue. Watching them fly off the map from recoil made my day.
I’m currently stuck in my car at a random exit in the middle of nowhere. Roads are all closed, so I’ve been binge watching all of these to keep me entertained. Thank you for posting these ❤️
popcorn and frost fire is kinda broken when you go for a rocket build. let me explain: so things that deal a lot of damage or multiply your damage often come at a cost of range (like acid for example). this combo negates this effect, meaning that you have a huge pile of shards right next to your stash. if you then attune your runners to the zygnorb, so they no longer have to jump, the runners start to essentially vibrate between the stash and the pile, which triggers G.E.E.T protocol at insane rates, which means more rockets (and sometimes frame rate issues).
I'm literally right now trying that, and its hilarious. Massive explosions of shards right next to the stack, and the runners just making shit fly into the rockets instantly, so fun! XD
When you think about it, Roll is a near ideal turn-based incremental roguelike in all the ways that matter - short runs - each roll is a "turn" - upgrading the shop unlocks new types of interactions (modify a face -> modify a die -> add/replace a die -> global passives) - incredibly diverse options for creating builds out of the synergy between die faces and passives - can be really, really short if you act decisively; can be very slow and considered if you plot and plan a lot. Either way, finite amount of turns and actions in each run
And thinking on the tangent about games respecting your time. It’s a good thought and think about it from the developer perspective, why is the game like that way? Did they decide to intentionally make you have to do this as a player or was it a side effect of having to balance another feature? Or it could be they couldn’t come up with a better idea but it has to ship at some point? If you think of each prestige as a level or run this is designed as idle “rouge-like?’ Before ‘rouge-like’ games were a thing
Prestige point costs/thresholds being based on total prestige points gained is STANDARD for these games. I beat this game only prestaining twice, took 35 hours(Edit this did include running the game overnight, 1 free gnorp every 10 minutes). Lets compare win times to find out if lots of prestiges or few prestiges is better.
I won first time in about 14 hours, maybe 4 of which were idle while i was doing other things. Prestiged 5 or 6 times, had 17 talent points allocated at the end.
I finished in about 16 hours, my strategy was timeshifting the runners to get more missiles make slammers shoot gattler arrows that summon y rockets, with some help from the garden and riflegnorps shoot grenade arrows that make the critical spot timer go down. the zybe agitator definitely helped a lot too. i did prestige a bunch, a few times i did it without any points just to change my build.
I did my first win in 19 hours , and I left it overnight while I was sleeping for around 8 hours. Had 16 points with an arrow build. Prestiged 4 times.
@@Jonjon13Jonjon13 Yes, but by that point in the game both gattlegnorps and rockets are pretty lackluster; even if rockets are less lacking than regular arrows.
Anyone feel like mountaineers just make things worse?... they spread the stuff around slowing down the runners as they pause to collect even if their capacity ain't completely filled...
academy is very useful, if you've got enough Zybe to make the zygnorps from it. in one run, i'm guessing 12-15 hours of gameplay, if the 14:04 i got is anything to go by. definitely an interesting concept. and there is an unlock after win, won't spoil what it is. Edit: for more rockets, GEET protocol. the more you GEET the more rockets you'll get. and it gets absolutely silly by the end. and yeah, vulnerability is OP.
regarding prestige perks, i find frostfire is one you kind of need if you're wanting to utilise directors & arrow retrieval, as without it, fire scares away the directors.
Hey Wander, enjoying the Gnorps content. In regards to what you were saying about liking incrementals that respect your time and dont force you to wait, I'd recommend checking out Cavernous II. It's got kind of similar gameplay as loop hero or increlution, but it plays much more like a puzzle-based incremental where if you're good enough at strategizing and finding the optimal seams, you can just play fully actively and keep progressing without having to idle
Future to the Back: "Gatlegnorps fire normal arrows" Bullet Breath: "fire gatling bullets instead" Rocket Arrows: "Normal arrows deal 15 damage instead of 3" Wanderbots: "Nahhh, don't need rocket arrows, I'll wait until I get rockets and upgrade them first" *facepalm*
I think this game is very widely misunderstood by people that haven't beaten it. It is NOT an idle game, i think it takes some inspiration from that genre, but it has an end condition, and it you're waiting, then there's something you did wrong or could do better, particularly talent choices, upgrade ordering, and job assignment. There's a speedrun mode after you beat the game the first time, after about 5 wins worth of practice I've got my fastest win down to 26:04. By making good choices you can massively accelerate progress through every compression stage (which are the objective of the game)
Also, something that is unusual about this game that i think a lot of players are not going to like, is that there's some traps that look like upgrades but will make progress literally impossible until you reset.
@@Jonjon13Jonjon13 that's a good thing. Ultimately it feels like there's a very limited variety of viable builds. As in... I found one build that is obviously the best, one build that's ok but not nearly as fast, and then anything else is just doodoo. I still think it's a fun little game though.
I gnorping love this mini-series, as a disclaimer I have only watched your videos on this but I think the X-rockets are the initial rockets, and the Y-rockets are the baby ones it spawns after impact, and I also really want to see a Zygnorp (I assume Zy- rhymes with psy, like psychic) because they seem like a massive increase to the collection rate
I've observed rockets a lot, as they fly up they split into X amount of rockets, and then as they get above the rock, each X rocket splits into Y amount of rockets that do a couple spins and hit the rock. So basically, to get the total amount of rockets, you just do X times Y. Upgrading both parallel is the most optimal way to upgrade them, considering maths (it's always best to upgrade the lowest factor to get a higher result).
this one was far better than your last, near the end there is a point where you had 20-30 unemployed gnorps and you should really dedicate those to more runners to both increase the multiplier and the gain rate for the prestige level
You can beat this game in less than 20 minutes! You gotta abuse time shift, popcorn, and frostfire. DO NOT take the ice talent. It lowers your damage substantially. Take the rifle arrows to maintain fire so all your shards pile up faster helping you reach compression faster allowing for more time shifts and necessary zybellium upgrades like pocket rockets and reclamation suppression.
As a post-rock enthusiast myself: Do you have any hidden gems and do you want any recommendations? I'll definitely check out Of Water, cause I freaking loved the music of this and the last videos :D
The game is fun for a few hours, but it is simply not balanced well. The whole game progression is locked behind the compression events. Mountaneers work against compressions, so they don't make any sense. The only thing mountaneers unlock is the =break. Which also doesn't matter, since it is easy to keep your damage far above your collection. And once you get rockets the damage of rockets outpaces everything put together, so it is reasonable to simply shortcut everything to get to rockets. The only thing that seems to get similar damage is acid. So there are only two things you really need to spend the star thingies on. Vulnerability upgrade for rockets and garden. Nothing else matters. Up to and including all the skills/perks/whatever.
Literally the goal of the game is triggering compression events. Your tenth compression wins the game. The game is balanced fine. When you beat it it unlocks a speedrun that gives you 20 talent points and times you from clicking the rock to triggering the finale, my fastest time is 26:04.
@@mononautI know. So there are units and buildings in the game that you should never build. Like mountaneers. Because they are making compression events harder to achieve. And then there are things you should always build. Like rockets. Because rocket damage outscales everything else. So it really doesn't matter what other units you actually build, most of your damage is going to be rockets no matter what. So building bombers and gunners and archers doesn't really make sense. The game looks like it has options, but in reality it has a single optimal way to play and a bunch of useless fluff on top of it.