Great concept, lots to work with. I really appreciated the little bomb puzzle in that one level. The dopamine hits when balls start chaining together over and over is very strong.
Item equip system is a little weird but can easily be ironed out. Only bug I found was that my knight somehow shot backwards one time outside of the safety zone? and he stayed there until the next turn, which was weird.
This is a sleeper hit for sure. Not following through on this one would be a travesty. Very fun game I hope I get to play more of it in the future.
Great idea, but somehow extremely jank execution. Inventory, which should be VERY simple, I am just clicking randomly hoping to equip a ring. Some clicks do something, some don’t. Also while playing, the cannon stopped registering LMB at some point, until I hit it 10 times or so and spun the mousewheel a bit, then it worked again.
The core concept of the heroes bouncing off each other is very satisfying when it works, I feel the game should focus way more on that. E.g. the hero balls returning to the cannon automatically is kinda lame and removes a huge layer of strategy. Also the cannon should have adjustable intensity for shooting?
When a level comes down to finishing off 1-2 enemies in a hard to hit spot … very boring. Is this a game about BATTLING, or not?? The whole feeling falls flat when you only ever lose a level because you spend 3 turns failing to finish off the last remaining (self healing) enemy which poses no threat otherwise.
The sound of the cannon turning around is grating.
Windows spergs out because muh virus. Just from looking at the gif it looks like a potential banger. Would really like to try it but I don't wanna disable windows defender for it :V
I beat windows defender into submission. Anyway, cute game. The UI looks like it wants to be drag & dropped but it won't let me and gives me the sad. Removing and adding rings is kinda janky and appears to not work on some characters? Also I can remove empty ring slots to gain Ring of power. I feel like I don't employ much of a strategy when playing regardless of what kinds of enemies are there or if they attack, or slow or poison. I just kinda don't care and it's working. Not sure if that's good, depends a little on the target audience. It took me way too long to figure out I can actually move the cannon left/right (that level where the middle position is blocked off) Knight seems OP for dps while everyone else just kinda sucks. I had fun tho.
Got up to level 4, I think? There is a turtle in the corner that I just could not hit for damage ever. Not sure how'd you feel about adding preview lines to the already shot heroes if you bounce them.
On the same level, the Healer ended up flying off the map. Could not tell you how it happened.
That said, I've played a lot of these breakout games on mobile and I like that this one is actually attempting to be a real game with actual gameplay.
Completed the demo, looks great and plays pretty well. Was a lot harder than I'd expect from the casual game-like art style. Shop UI doesn't seem to be working 100%, balls can occasionally get stuck in walls or fly out of the map, but at least that is somewhat solved by the recall system. There should probably be a warning about "quit game" actually quitting the game, because I ended up losing 2 stages of progress when I wanted to check the map. Maybe add a way to return to the map mid-stage?
Brainlet here: Not entirely sure if I understand the turn system and how it plays with the characters being recalled. I think from a pure juice perspective I'd like to see this played at a higher level by the dev before I really say anything definitive. I'd like to see if this game rewards big huge satisfying board clear combos like I assume it would. Otherwise, it's not very satisfying launching things at one or two blocks over and over? Like I alluded to, though, I could just be bad
after a LOT of attempts i managed to beat level 3. when i eventually got to the shop, some of the text labels were kind of overlapping each other, and i was unable to press either buy or leave, softlocking me. in one of the earlier levels, i managed to kick the nun out of the walls, making it impossible for me to bounce her back inbounds.
Thanks for playing! Can you show me a screenshot of the shop? I can't seem to be able to reproduce it.
As for balls going out of bounds yeah, that's the one big bug I didn't make in time to fix. it shouldn't be gamebreaking since the out of bounds ball still comes back when the turn ends.
I got up to level three, I don't know what else is after that.
I like the visual style and sound effects, they fit and work. I also like each unique hero and how they all play differently. (Don't know what the wizard is supposed to do, the explosion ring is really weak.)
Without a tutorial, though, some things are confusing, though. The first thing I see is a list of like 200 items with attributes I don't understand. That's probably for debug though.
The other thing that confuses me is the entire lose state. On level 3 it says 1/0 so I don't think it's that. In the first 2 levels I could have all heroes on the board and not lose, and sometimes I lose when a hero dies, and sometimes it's fine.
My suggestion is to tie it all to hero health, and have recalling damage the hero. If all heroes are dead, the round is lost. Right now, health doesn't seem to do much as heroes don't attack even if left on the board.
The level 3 thing was a bug (or rather an oversight on my part) which I fixed just now. The lose condition is when:
all heroes are dead
you take too many turns to defeat all enemies
As I mentioned in the description, all heroes being on the board simply ends the current turn and not the game. Heroes attack when they bounce against enemy blocks. Them being left on the board essentially makes them pawns to be used by the next Hero that bounces them and re-activates them .
Comments
Very dangerously addicting game.
Great concept, lots to work with. I really appreciated the little bomb puzzle in that one level. The dopamine hits when balls start chaining together over and over is very strong.
Item equip system is a little weird but can easily be ironed out. Only bug I found was that my knight somehow shot backwards one time outside of the safety zone? and he stayed there until the next turn, which was weird.
This is a sleeper hit for sure. Not following through on this one would be a travesty. Very fun game I hope I get to play more of it in the future.
https://www.twitch.tv/videos/2344933186
Great idea, but somehow extremely jank execution. Inventory, which should be VERY simple, I am just clicking randomly hoping to equip a ring. Some clicks do something, some don’t. Also while playing, the cannon stopped registering LMB at some point, until I hit it 10 times or so and spun the mousewheel a bit, then it worked again.
The core concept of the heroes bouncing off each other is very satisfying when it works, I feel the game should focus way more on that. E.g. the hero balls returning to the cannon automatically is kinda lame and removes a huge layer of strategy. Also the cannon should have adjustable intensity for shooting?
When a level comes down to finishing off 1-2 enemies in a hard to hit spot … very boring. Is this a game about BATTLING, or not?? The whole feeling falls flat when you only ever lose a level because you spend 3 turns failing to finish off the last remaining (self healing) enemy which poses no threat otherwise.
The sound of the cannon turning around is grating.
Keep going, make it work…
closed the game after being jump scared at the start of stage 2 by the skeletons and ghosts
cube based game fans eating good in dd60
Windows spergs out because muh virus. Just from looking at the gif it looks like a potential banger. Would really like to try it but I don't wanna disable windows defender for it :V
I beat windows defender into submission. Anyway, cute game. The UI looks like it wants to be drag & dropped but it won't let me and gives me the sad. Removing and adding rings is kinda janky and appears to not work on some characters? Also I can remove empty ring slots to gain Ring of power. I feel like I don't employ much of a strategy when playing regardless of what kinds of enemies are there or if they attack, or slow or poison. I just kinda don't care and it's working. Not sure if that's good, depends a little on the target audience. It took me way too long to figure out I can actually move the cannon left/right (that level where the middle position is blocked off) Knight seems OP for dps while everyone else just kinda sucks. I had fun tho.
Got up to level 4, I think? There is a turtle in the corner that I just could not hit for damage ever. Not sure how'd you feel about adding preview lines to the already shot heroes if you bounce them.
On the same level, the Healer ended up flying off the map. Could not tell you how it happened.
That said, I've played a lot of these breakout games on mobile and I like that this one is actually attempting to be a real game with actual gameplay.
Completed the demo, looks great and plays pretty well. Was a lot harder than I'd expect from the casual game-like art style. Shop UI doesn't seem to be working 100%, balls can occasionally get stuck in walls or fly out of the map, but at least that is somewhat solved by the recall system. There should probably be a warning about "quit game" actually quitting the game, because I ended up losing 2 stages of progress when I wanted to check the map. Maybe add a way to return to the map mid-stage?
Brainlet here:
Not entirely sure if I understand the turn system and how it plays with the characters being recalled.
I think from a pure juice perspective I'd like to see this played at a higher level by the dev before I really say anything definitive. I'd like to see if this game rewards big huge satisfying board clear combos like I assume it would.
Otherwise, it's not very satisfying launching things at one or two blocks over and over? Like I alluded to, though, I could just be bad
after a LOT of attempts i managed to beat level 3.
when i eventually got to the shop, some of the text labels were kind of overlapping each other, and i was unable to press either buy or leave, softlocking me.
in one of the earlier levels, i managed to kick the nun out of the walls, making it impossible for me to bounce her back inbounds.
Thanks for playing! Can you show me a screenshot of the shop? I can't seem to be able to reproduce it.
As for balls going out of bounds yeah, that's the one big bug I didn't make in time to fix. it shouldn't be gamebreaking since the out of bounds ball still comes back when the turn ends.
I got up to level three, I don't know what else is after that.
I like the visual style and sound effects, they fit and work. I also like each unique hero and how they all play differently. (Don't know what the wizard is supposed to do, the explosion ring is really weak.)
Without a tutorial, though, some things are confusing, though. The first thing I see is a list of like 200 items with attributes I don't understand. That's probably for debug though.
The other thing that confuses me is the entire lose state. On level 3 it says 1/0 so I don't think it's that. In the first 2 levels I could have all heroes on the board and not lose, and sometimes I lose when a hero dies, and sometimes it's fine.
My suggestion is to tie it all to hero health, and have recalling damage the hero. If all heroes are dead, the round is lost. Right now, health doesn't seem to do much as heroes don't attack even if left on the board.
Also the cannon sounds like a bird when moving.
Thanks for playing!
The level 3 thing was a bug (or rather an oversight on my part) which I fixed just now. The lose condition is when:
As I mentioned in the description, all heroes being on the board simply ends the current turn and not the game. Heroes attack when they bounce against enemy blocks. Them being left on the board essentially makes them pawns to be used by the next Hero that bounces them and re-activates them .