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A jam submission

Retro Space BallView game page

Shmup Pinball!
Submitted by RikOclon (@rikoclon) — 1 day, 3 hours before the deadline
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Retro Space Ball's itch.io page

Results

CriteriaRankScore*Raw Score
Sound/Music#433.5365.000
Overall Fun#483.5365.000
Art / Graphics#513.5365.000
Controls / UI#533.1824.500

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Genre #1

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Rating #2

Family Friendly

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Comments

Jam Host

Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

This is a VERY interesting idea, both for a pinball game and a shmup game. I ended up playing through two worlds to try things out, liking it in general. That said, there were a few things that I felt could be useful to improve.

For starters, the controls. In the space explorer shmup part, you used "up" for attack and "down" for go. While this DOES keep the controls small and doable by one hand, I always felt more confusion with that than I did anything else in the game. I eventually chose to just use two different control schemes to play in a way that felt better to me.

Next, what is it that takes damage: the ball or the ship? I ask because in some places, the player can be screwed over. Parts with lots of enemies see lots of large projectiles that can be hard to interrupt in time, while other sections can force the ship to get damaged by collision simply because the ball nailed a perfect bounce path upward and you couldn't kill enemies in time. I think it would be better if it was only one or the other. If you're willing, I could give an idea for how to make stages for if you wanted to do both options but on different stages.

Next, there were parts where things felt just way too tight to get through. I had several points where I'd get trapped for a while simply because the passageway was too narrow or it had obstacles that made aiming much harder. Don't get me started on that stupid wall ball with the launchers... it's terrifying... ugh... This is just about finding that balance between pinball and shmup. Oh, also, if a wall is going inward as if funnel the player to a certain point, ALWAYS make the top walls slope. That makes tight squeezes even more infuriating otherwise.

I do hope you'll be fixing this one up. :)

Developer

Hello Hythrain!

Thanks so much for playing and providing feedback for Retro Space Ball! 

I would love to see the VOD when its posted. I definitely look forward to watching it and taking further notes!

I appreciate the kind words as well as the effort you put into your feedback. It is all very helpful and I have added it to my notes!

That's interesting that you thought the ball and ship shouldn't be simultaneously vulnerable.  I'm hoping to eventually work in easy/normal/hard modes, or at the very least accessibility settings that make the ball invincible to enemy shots. If you have ideas for level designs I am all ears, though I cant guarantee that they will make it into the final game. I really love to hear outside perspectives and fresh thoughts on the design, since I know its a little unique. I'm glad that it was intuitive enough for you to generally enjoy.

For the controls I'm glad that you worked out that you could use wasd and the arrow keys. I agree that its more intuitive to shoot with a different hand than steering. Many changes are still underway with the controls, and I intend to allow custom bindings eventually.  Also I will add that in the current state to me it plays best using a gamepad, but I do want the keyboard controls to be intuitive also.  Its a bit of a daunting task but it needs to be done 

Would you mind clarifying what you mean when you wrote "Don't get me started on that stupid wall ball with the launchers... it's terrifying..." 
I think you are talking about the end of the second planet where there are turrets mounted from the ceiling.. but I'm not sure what you mean.
The launchers are the bubbles that catch and shoot the ball. I think.. I'm not just not really sure what you expressing here, though its certainly valid. If you explain it better I might be able to make adjustments to soften the blow.

I do agree that using slopes to funnel the ball is less frustrating than horizontal blocks. Thank you for saying something.

while I admit that I have slowed in the development of this game, I definitely plan to continue iterating and finetuning this design. I really want to get the demo to a point where I feel comfortable putting it up on steam, but I know its not quite there yet. Which is why feedback is so important. 🙂

I really do appreciate your help! Feedback like yours has completely shaped this game from nearly the very start, and its always exciting for me to get more design notes! You should have seen the first builds!... the bullets were so slow.. the ship was slow too.. the ball hurt the ship.. the physics were wonky, the ball was getting stuck in the wall, the art has been changed over and over... Actually some videos of old builds are on YouTube if you do a search for Retro Space Ball. There is even a video of a build that had this bug where it wouldn't work for new players, only people who had played it before and had saved data.. that was devastating to search YouTube and find.🤣  

Anyways it never would have gotten this far if awesome people like you didn't help out with your thoughts. So really, thank you from the bottom of my heart!

Rik O.


Jam Host(+1)

Here is a link to the VOD.

As for what I was talking about, yes, it was the second planet with the turrets on the wall. I had a STRUGGLE getting the ball into the launchers. XD

Developer

Thank you again for the super helpful playthrough and feedback! 

Seeing the video helps so much to see where you were having issues. I don't think the game is properly training players to use the boost more generously, not just to shoot and move faster, but also for the temporary shield on the ship that prevents enemy damage and lets you ram through enemies and their shots. 

I'm very glad that you got some enjoyment out of the game despite the game's challenges and rough edges.  I hope to fix the UI and menu issues you hit soon as well!

Submitted(+1)

It is a good game, so far little, lovely. I liked that there was the boost command which I yet did not see in any another game of this type (but I am not a big gamer). Increasing the energy of the orb by shooting it is a smart solution. All ratings from me are 5/5.

The descriptions includes few mistakes:

  1. before booting again - booSting
  2. shield that is reduced enemies and bullets. - BY enemies...

Feel free to try, rate and comment my "game", which is in fact a challenge allowing relationship or self enhancemet (even both) IRL: Challenge (LARP) "White crow" by Ormrin Sinkalte Ged - Sparrowhawk (itch.io)

Developer(+1)

Thank you for the feedback! I'm glad that you enjoyed you're experience! 😃

I've corrected the copy errors! Good eye!