Using MAD SCIENCE to Upgrade in Gnorp Apologue

92,270
0
Published 2023-12-24

All Comments (21)
  • @Gochen86
    I've started playing this after watching the first video you put out on it. A few things I'd like to mention. First, once an inspiration is unlocked during any particular cycle, it seems to stay unlocked permanently afterwards. So you could buy up ten drones and unlock the extra jumps for the slammers on one cycle, and they'll keep those extra jumps available. The second thing sort of ties into the first. Every extra jump the slammers get (maxes out at ten, or thirteen with the drone inspiration) increases the damage they do to the rock, thus increasing the shard output. The third is about the gatling gnorps. Once unlocked, there's an option they can receive to triple their ammo capacity, and the balloon gunner gets that same tripled ammo if set to be a gatling itself. However, without the flower residue upgrade, the gatling gnorps end up getting pushed back to around the prestige stone. So having that reduced knockback is a must if you get the triple ammo. Sadly, the balloon gunner doesn't get that knockback reduction, but that kinda makes sense. Can't reduce knockback if you're in mid-air after all. And finally, every compression event adds another color to the shards, which if I'm understanding correctly, corresponds to an increased density level with each one. For me, that has ended up in me taking advantage of the mountaineer gnorps' ability to be 'shut off' for a while. One of the unlockable upgrades for the runners is the ability to tell them to stop collection for a while. So you can spend some time with everything operating at full bore, but then turning off the runners and mountaineers if you want to build up towards compression. Best part about telling the runners to stop is that they'll stop moving after they unload their current shard collection, so if you have one past the halfway point that yeets their shards before stopping, your slammers will get their fiery aura bonus for as long as you let the runners sit. And when you do turn them back on, if collection rate is below half of the production rate, they'll get their collection bonus immediately. As for the rockets... for once taking a page from Blitz's Forts mindset works in your favor. The rockets are gloriously OP, especially as there's an upgrade option where they can hit the weakspots, letting your bombers use one of their other inspiration bonuses instead.
  • @regiliok
    i think the G is silent like gnome
  • @IronDino
    I'm really enjoyin watching you progress with this game. The Rockets combined with the GattleGnorp are wonderfully OP for triggering the first five compression events.
  • @bladehero2.0
    Its the slammer's meditation that makes shard go far
  • @bladehero2.0
    Slammers with firebreath plus the sun talent is OP
  • @Zxiner
    turn off the blue flowers, the directors from them DIRECT the rocks further
  • @paulsmith410
    I might have a small gnorp sized addiction and it's all your fault.
  • @Tigerpanzer6666
    is a yeet a yogurt or something it sounds like a kind of yogurt
  • @starburst98
    Why do you only buy one jump for slammers?
  • @user-wi3hj9hh9p
    Intern you should play lethal company with camodo and blitz
  • pleas please please please play more of this game i'm begging you PLEASE
  • @ErdeneTugs-bp3ki
    Intern you are more skillfull then blitz you 2 should test it i know u will win