A very impressive amount of levels for a jam. For most of the first half of the game, it felt like it was just trial and error until I got lucky, but there is some good brain puzzly stuff in there. Watching the ball bounce around and make it is very satisfying though. Even more so when some of your successful shots were because you hit your own ball and one of them makes it.
I played it, but got stuck on level 26. And what was very annoying, that when you reach the level, you don't actually unlock it, and since there's no restart level button, I had to go to level select and start from the previous level, cause current level was still locked.
Also, some levels seem to be more luck-based, such as the one where you need to break through two purple tiles, you pray that the ball will have enough speed after bouncing from the tiles and the wall behind the cannon to collide with the tile to break it.
I'd probably also add a meter that shows the charge of the cannon, cause right now it's ambiguous: the cannon animation shows that it's fully charged, but the sound it makes sounds more like it's still charging.
Simple yet effective style. The physics challenges were fun and I like how you introduced new mechanics, like the breakable blocks, through a level where the goal was behind a breakable block. Having levels like that to introduce new mechanics like the yellow circles or other obstacles could be great too. Also level 29 was great at giving more than one way to solve it. One thing is on level 26, it is a bit difficult to get the ball onto the moving rectangle. One time I got it in a few tries, then when I checked the game out again it took a while. Maybe more platforms shapes, like a bowl shaped platform, can make it easier.
Nice artstyle with the glowy lines, just needs polish to make it all follow the style and fit together. I'd change the font to something similar to it, for example, instead of going for the pixel? look. Like elb "elb.dev" .dev said down here, making the balls shoot farther with the charge up is a must for more complex puzzles later on. You'll probably update this too, but visual effects for retrieving the balls would be good, and a MEATY one for when you reach the goal. Basically, when you're going for something simple like this, polishing it to the max is a must. Gameplay is fine and fun enough, with a pachinko esque pull. Just keep adding more objects to it.
The visual style was actually rather nice. At first I was assuming that charging up the blast actually did anything, but eventually realized that tapping the button did the exact same. Having the charge up sound seems unneeded.
Comments
thank you brother, made me lol when you got the ball stuck at the end. ill lower the screen shake.
Back for another DD! I beat all the new levels which were neat and I liked the cannon animation. Good progress. What do you plan on adding next?
thank you orthello, just gunna throw as many objects, obstacles and levels at the wall and see what sticks.
Sounds like a plan :)
A very impressive amount of levels for a jam. For most of the first half of the game, it felt like it was just trial and error until I got lucky, but there is some good brain puzzly stuff in there. Watching the ball bounce around and make it is very satisfying though. Even more so when some of your successful shots were because you hit your own ball and one of them makes it.
Simple and fun! My bullet got stuck in the wall by rotating colliders sometimes (like in level 8) but other than that the puzzles are nice.
pretty simple and well done, altho i got trapped in level 26
chargin doesnt seem to do anything
only thing id like is maybe something showing the balls trajectory altho maybe that would make the game too easy
I played it, but got stuck on level 26. And what was very annoying, that when you reach the level, you don't actually unlock it, and since there's no restart level button, I had to go to level select and start from the previous level, cause current level was still locked.
Also, some levels seem to be more luck-based, such as the one where you need to break through two purple tiles, you pray that the ball will have enough speed after bouncing from the tiles and the wall behind the cannon to collide with the tile to break it.
I'd probably also add a meter that shows the charge of the cannon, cause right now it's ambiguous: the cannon animation shows that it's fully charged, but the sound it makes sounds more like it's still charging.
Other than that, it's ok, I guess.
Hey heads up, I streamed your game. You can find a recording of the stream here:
thanks for this brother, and sorry about the music volume that was a mistake .
Simple yet effective style. The physics challenges were fun and I like how you introduced new mechanics, like the breakable blocks, through a level where the goal was behind a breakable block. Having levels like that to introduce new mechanics like the yellow circles or other obstacles could be great too. Also level 29 was great at giving more than one way to solve it. One thing is on level 26, it is a bit difficult to get the ball onto the moving rectangle. One time I got it in a few tries, then when I checked the game out again it took a while. Maybe more platforms shapes, like a bowl shaped platform, can make it easier.
Nice artstyle with the glowy lines, just needs polish to make it all follow the style and fit together. I'd change the font to something similar to it, for example, instead of going for the pixel? look. Like elb "elb.dev" .dev said down here, making the balls shoot farther with the charge up is a must for more complex puzzles later on. You'll probably update this too, but visual effects for retrieving the balls would be good, and a MEATY one for when you reach the goal. Basically, when you're going for something simple like this, polishing it to the max is a must. Gameplay is fine and fun enough, with a pachinko esque pull. Just keep adding more objects to it.
The visual style was actually rather nice. At first I was assuming that charging up the blast actually did anything, but eventually realized that tapping the button did the exact same. Having the charge up sound seems unneeded.