GREEDY LOOP tips: when to hold on and when to let go

Sixteen GREEDY LOOP tips built on the real numbers: the release bonus, the speed cost of greed, dash timing, bumpers, gates, the keeper, pickups, surges and the Tear.

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GREEDY LOOP is a game about one decision made again and again: keep the creatures for a bigger release, or let them go before something goes wrong. These tips put numbers on that decision.

1. Fill the line before you release

The release bonus grows 0.08 per creature eaten, and each release cuts that build-up to 34 percent. One creature released alone pays about x1.08, while ten released together at the start of a run pay about x1.8.

2. Know where the bonus settles

If you always release at 10, the bonus settles near x2.2. The x3.6 cap needs 33 creatures of build-up, which only happens when you eat without a release in between, for example refilling after a bumper, because bumpers and wall hits do not reset the bonus.

3. Greed costs speed

The base pace grows 1.4 percent for every creature of release build-up, and more objects are dealt onto the road as it grows. A big bonus is a faster, busier road.

4. Release at 10 right away

A full line eats nothing more, and the road deals no new creatures until you let go. Holding a full line only costs you time.

5. Charge early

The dash needs about half a second from finger down, and holding past full costs nothing. Start the hold as soon as you see a wall, and let go when it is just ahead.

6. The dash reaches a little behind

A dash still breaks a wall that is slightly behind Kai at the moment you let go, and its reach grows as releases and tiers add up. It lasts longer with a bigger released pot, up to about 0.78 seconds, and about 0.4 seconds with empty hands.

7. Ram rows of walls

Every wall, bumper, magma fire or rain slab a dash breaks pays 12 times the multiplier straight into the score, so a lane with several walls in a row is worth ramming in one dash.

8. Never meet a bumper with a full line

Bumpers never end a run, but one takes your whole line and 2 percent of the score, shoves Kai back and one lane sideways, then gives 0.8 seconds of protection. If you cannot avoid one, release or dash before it.

9. One dash per slab at a gate

A gate with three slabs needs three charged dashes. Between dashes you can run through the open gap, which pays 1.5 times the multiplier.

10. Arrive at a gate with room in the line

Breaking a gate adds a legendary creature, worth 5, only if your line is not full. It also gives back a horn.

11. Treat the omen as free road

When the keeper's face rises, the hazards on the road are cleared, and the hand arrives 8.8 seconds later. That is enough time to fill the line and pre-charge. Ram the finger twice for 60 and then 200 points.

12. Use pickups well

  • DOUBLE (7 seconds) and a BOOST pad (3 seconds) both double creature value, but they do not stack.
  • MAGNET lasts 7 seconds.
  • SLOW halves the whole world's speed for 4.5 seconds and is only offered near top pace.
  • Taking a new timed pickup ends the old one.
  • A horn pickup is offered only while a horn socket is empty, after you have lost a horn or played 60 seconds.

13. Release in the lull after a surge

Surviving a surge pays 4 plus 3 times the surge level, times the multiplier, into the pot. The 4.5-second lull after it runs at 84 percent speed, a calm moment to release.

14. In the Tear, staying alive multiplies

Every release in the Tear is multiplied by how long you have lasted there: x1.5 after 30 seconds, x2 after 60, x2.5 after 90, and so on.

15. Watch the mark over Kai's head

The small warning mark over Kai's head shows exactly while his own lane is blocked somewhere ahead, and disappears when it is clear.

16. Long runs make every creature worth more

The multiplier keeps climbing every 12 creatures eaten, whether or not you release. The longer you survive, the more every later creature is worth.

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