Music was exceptionally grating, tried clicking options, didn't work
Menus sometimes popped up when they shouldn't have
The gravity / forces in general did NOT feel like a good billiards game; balls are way too heavy and need to be way lighter. Balls barely have any movement when colliding.
There needs to be a hit strength indicator somewhere besides the visual of the stick
I like the concept but the execution needs a lot of refinement. Focus on making a good billiards game before implementing the rest of the deck building mechanics.
I was pleasantly surprised by it. Controls are a bit unintuitive for me (the way you don't move your mouse where you are hitting, but from where you are hitting instead). It's hard to judge power, and some balls just did not move as far as I expected them to.
I liked the art style. But I the game felt broken. The balls reacted like an ant trying to push massive lead balls. It feels terrible. I don't know if the physics were broken or something. Also, the lack of exclusive fullscreen with keeping the mouse inbounds meant that I was selecting other windows on my other monitor or in the task bar when I was trying to shoot.
I love the concept, but the execution isn't quite there yet.
Would be nice to have a preview of value while starting the hit. Needs a better color scheme because it's hard to differentiate the ball types at all until you get the weird ones. I would prefer realistic sounds due to how much more satisfying they are.
Some balls felt heavy despite not having it in their description. Hitting balls didn't feel accurate (as in push direction when hitting off center didn't seem realistic), but that might be me.
The background together with the white ball slightly rolling constantly creates a nauseating feeling.
Sometime it seemed like it bugged out and billiard cue wouldn't start hitting at all. It also would be good to have a visual hint that you are starting hitting and the power should be conveyed better too. At some cursor positions the cue spazzes out completely.
I'm not sure about the score threshold and shot count limit due to how rng heavy it is, but I guess it is a roguelite. It could have some partial losses and additional reward conditions. I got to the final round but probably by sheer luck.
The game makes me want to quit instead of pocketing balls.
Why is everything so slow and weak? Even at full force the hit balls hardly move at all. Completely unsatisfying to play. I don't even get to the point of caring about the rogue-like stuff. The flow of the game is extremely annoying, too, with the interruptions after pocketing a single ball.
The graphics and effects are underwhelming. Same for the music. Feels like playing with a dying fish.
I'd focus on making the game satisfying to play first before anything else.
Its obviously early in dev. but I like the idea of a roguelike pool game. The control scheme is a bit odd though and its hard to gauge the strength of your strike. I know I've played some games that do it so you begin your strike by holding down the mouse button, locking the rotation of the cue and having you move and letting you move the mouse back and forth for a striking motion; but maybe that wouldn't work well for a roguelike game? Also the full power strike feels really weak.
Game starts in a tiny window.
The low frequency updating background makes it feel like the game is lagging, but its running perfectly.
Visual style is really interesting, very much like the desaturated green and vaguely pink look. Not sure I understand how to properly charge the cue, does both charging it by holding the mouse and moving it in a push-like manner affect things?
There are some visual issues, like the cue poking through the table, but I am sure you are already aware of this.
Depending on how the cue actually works you might want to consider making the charging faster, I would also up the speed on the balls and add some really distinct "clonking" sounds when they hit each other. I think getting that sort of satisfactory almost smr-like details right will be important for a project such as this. This smells like a relaxing downtime game more than an actual score-chaser, but that is just my opinion.
Also, this needs cigars, just for flare. What do they do? Who knows, but they need to be in there, if just as a visual detail, laying in an old-timey ashtray with a mysterious glow.
Comments
Music was exceptionally grating, tried clicking options, didn't work
Menus sometimes popped up when they shouldn't have
The gravity / forces in general did NOT feel like a good billiards game; balls are way too heavy and need to be way lighter. Balls barely have any movement when colliding.
There needs to be a hit strength indicator somewhere besides the visual of the stick
I like the concept but the execution needs a lot of refinement. Focus on making a good billiards game before implementing the rest of the deck building mechanics.
DD53 feedback videos:
Demo Day 53 videos of games starting with letters from A – J:
https://mega.nz/folder/DdVwTYAK#ZsxVSpsd5L2yvgaqtcvBsA
Demo Day 53 videos of games starting with letters from K – Z:
https://mega.nz/folder/zBIi2A5T#DE3_eooG3HE-K3XTmpnR0g
I was pleasantly surprised by it. Controls are a bit unintuitive for me (the way you don't move your mouse where you are hitting, but from where you are hitting instead). It's hard to judge power, and some balls just did not move as far as I expected them to.
I liked the art style. But I the game felt broken. The balls reacted like an ant trying to push massive lead balls. It feels terrible. I don't know if the physics were broken or something. Also, the lack of exclusive fullscreen with keeping the mouse inbounds meant that I was selecting other windows on my other monitor or in the task bar when I was trying to shoot.
I love the concept, but the execution isn't quite there yet.
Would be nice to have a preview of value while starting the hit. Needs a better color scheme because it's hard to differentiate the ball types at all until you get the weird ones. I would prefer realistic sounds due to how much more satisfying they are.
Some balls felt heavy despite not having it in their description. Hitting balls didn't feel accurate (as in push direction when hitting off center didn't seem realistic), but that might be me.
The background together with the white ball slightly rolling constantly creates a nauseating feeling.
Sometime it seemed like it bugged out and billiard cue wouldn't start hitting at all. It also would be good to have a visual hint that you are starting hitting and the power should be conveyed better too. At some cursor positions the cue spazzes out completely.
I'm not sure about the score threshold and shot count limit due to how rng heavy it is, but I guess it is a roguelite. It could have some partial losses and additional reward conditions. I got to the final round but probably by sheer luck.
The game makes me want to quit instead of pocketing balls.
Why is everything so slow and weak? Even at full force the hit balls hardly move at all. Completely unsatisfying to play. I don't even get to the point of caring about the rogue-like stuff. The flow of the game is extremely annoying, too, with the interruptions after pocketing a single ball.
The graphics and effects are underwhelming. Same for the music. Feels like playing with a dying fish.
I'd focus on making the game satisfying to play first before anything else.
Also, the game would randomly crash.
Its obviously early in dev. but I like the idea of a roguelike pool game. The control scheme is a bit odd though and its hard to gauge the strength of your strike. I know I've played some games that do it so you begin your strike by holding down the mouse button, locking the rotation of the cue and having you move and letting you move the mouse back and forth for a striking motion; but maybe that wouldn't work well for a roguelike game? Also the full power strike feels really weak.
Game starts in a tiny window.
The low frequency updating background makes it feel like the game is lagging, but its running perfectly.
This can happen:
https://files.catbox.moe/0998e6.webm
Nice game keep up the good work!
Visual style is really interesting, very much like the desaturated green and vaguely pink look. Not sure I understand how to properly charge the cue, does both charging it by holding the mouse and moving it in a push-like manner affect things?
There are some visual issues, like the cue poking through the table, but I am sure you are already aware of this.
Depending on how the cue actually works you might want to consider making the charging faster, I would also up the speed on the balls and add some really distinct "clonking" sounds when they hit each other. I think getting that sort of satisfactory almost smr-like details right will be important for a project such as this. This smells like a relaxing downtime game more than an actual score-chaser, but that is just my opinion.
Also, this needs cigars, just for flare. What do they do? Who knows, but they need to be in there, if just as a visual detail, laying in an old-timey ashtray with a mysterious glow.
It's got a lot of small bugs, like menu stayed on screen after clearing the default table.
Also the options button did nothing for me.
Not a fan of the roguelike elements either, it didn't feel like the ball options had any synergy with each other.