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A jam submission

Pong out V6View game page

A cross between pong and break out.
Submitted by wasdcoding — 6 days, 9 hours before the deadline
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Pong out V6's itch.io page

Results

CriteriaRankScore*Raw Score
Overall Fun#203.1003.100
UI#222.7002.700
Sound/Music#223.0003.000
Art#272.7002.700

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Developer

20 place WOOOOOOOOOOOOOOOOOOOOOOOOO!!!

Submitted

Nice little twist on pong! I liked the different levels having different types of blocks. My feedback is that I had an issue where the ball went basically sidewise and then had to wait a long time for it to get back to me. Also I think maybe the yellow blocks were glitching but I'm not sure if that's what they were supposed to do

Developer

yellow brick are supposed to do that, and I know that that ball issue is common, but it’s unfixable. Also, I makes for luck driven speed runs, which I love, so it’s fine by me

Submitted (1 edit)

I like the tutorial that introduces a new type of block to us each level. Game was fun to play, though I did have an issue with the ball occasionally being hit in such a way that I had to wait an extended period of time for it to bounce down in a very small zig zag pattern and once it hit the wall at a 90 degree angle and just continued to bounce back and forth indefinitely. A return ball button would have been nice, or even just a restart level option.

Submitted

I didn't understand if the glitches were on purpose or not but is very funny, even with the glitches (if they are not on purpose). The sound needs work and if you allow me, you need to make the game "full screen" because for a 19:9 screen, the lateral bounce happens inside the screen and is kind of invisible but, using the mouse is exactly what an arcanoid like needs to evolve. Super simple but very efective and a great game

Submitted

I used to make a lot of breakout games when I was learning game dev on my own. You have a lot of good ideas, it's fun to play for a few minutes :) What language or tools did you use?

Often when you start a level, you die immediately because the ball is already falling and you're too far. At the start of the level, you can position the ball just above the paddle and have it move upwards instead of downwards.

Also, I'm not sure but it looks like the speed of the ball doesn't reset after you lose. You could have the ball move slowly at first and pick up speed each time it touches the paddle.

A nice background would add a lot of visual appeal, too.

Nice work, keep at it!

Developer(+1)

Thanks! For this game i used scratch (https://scratch.mit.edu i know its for kids but hey its easy to use!) my digital art skills kinda suck so i may not make a background but i will consider it.

Submitted

I see, I didn't know scratch games could now run outside of their website nowadays, cool! If you want to build something bigger someday, you could try stencyl (Stencyl: Make iPhone, iPad, Android & Flash Games without code), it has lots of functionality and it lets  you build games using blocks very similar to scratch.

Developer

yeah, but the thing is I can’t download tools because I use a school computer…

Submitted

good game. I had a blast! still needs a bit of polish but it was a really great time! good job.

Developer

Thanks! do you have any suggestions on how it could be polished?

Submitted

First I would say if you could hide the mouse cursor unless it is needed to click a button.  second there are graphical effects used within your game that you should give more of an explanation on. Like the one where the bricks and paddle become pixelated I still don't know what that is for. But this is a great game and you should be proud of yourself! great job!

Deleted post
Developer(+1)

yeah. i know its glitchy (im working on a bug fix.) and the coner thing, i dont know why that happens. mabye ill nerf the green bricks.

Jam Host (1 edit) (+1)

We are calling this Dark Souls Pong now. Everything changes and happens so fast for me I struggled to adjust while learning the game, maybe a bit more of learning the game tutorial stages at the beginning will help me a lot to learn the differences between your version of pong from the classic one when there is no explanation. Such as introducing each 2 types of blocks to pong out per stage instead of giving me several of them that all have different behaviors at once. Also I would like to know what generates more balls in order to prep for them. 

22:09 Pong out

Submitted

I've played this kind of game back on the Atari ST: http://www.atariuptodate.de/en/2461/bolo (which was quite a hit at that time)

I appreciate the effort of revisiting this idea, but I think there's lots to improve. To start with, the game seems to crash after you lose. Then the resolution should be higher, the control should be less sluggish, control with keyboards should be possible or – alternatively – a free positioning with the mouse (unlimited speed of moving to the left/right). More variety, special bricks etc. can be added. I think, however, without a real innovative new idea, the game will have a hard time to compete. SlyBalto gave some nice suggestions in his comment!

Good luck with further games! :)

Developer

Thanks for the feedback! At the date i made this, i had no idea that other games that are the same premise existed (but no idea is completly o.g. obviously). the crashing is something i tried to fix, but i can try again, and i don't like the idea of controles with the keyboard because of how unresponsive my keyboard is, which makes it had to test.

Submitted

Then make the player be able to stir the pad with the mouse wherever he wants and make the speed of the ball depend on how you hit it. That improves game play and possibilities for strategy a lot. Look at the video of Bolo, then you'll see how cool is that... :)

Submitted

I like the ambition of combining Pong and Breakout, but games with the same premise, such as Destructure: Among Debris, and Twin Breaker, try their best to make the combination of the two games more nuanced. They feel so much more than just a direct combo of the two classics, since they add a lot more features and mechanics (and their own flavor of visuals) to create a tasty mixture.

There's all kinds of possibilities of what you could try with your game, whether it be upgrades or various enemy types, or potentially completely different mechanics to use. Maybe each level scrolls horizontally and the player tries to break as many blocks as they can while they scroll to the side, revealing more blocks and potentially other mechanics or obstacles. I think this is a good base that you can work off from, experiment and see what you can come up with!