Fun Factor: 3/5
Overall Difficulty: 3/5
Style: 2.5/5
Criteria | Rank | Score* | Raw Score |
Controls / UI | #44 | 3.556 | 3.556 |
Overall Fun | #47 | 3.556 | 3.556 |
Sound/Music | #56 | 3.000 | 3.000 |
Art / Graphics | #70 | 2.556 | 2.556 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Genre #1
Mystery | Advenure
Rating #2
It was a simple but still quite fun game.
You might want to have it somewhere in the game that says R is to reload. I spent sometime watching my ball bounce around aimlessly wishing I could reset but not realizing I could. I did not see it in the description until after I was finished playing. Also ran into a soft lock where I finished level 4 but could not continue.
Neat game. I liked the simplicity of the concept.
I liked some levels, but not others. What put me off is maybe the level design. For some levels it became a game of precision maneuvering the launch. In some levels like Level 6 with the moving obstacles, I still have no idea how to clear it. I keep trying and something works. In level 7 there is a solution where you shoot to the lower left, and the moving obstacles become redundant. Same with level 8.
The levels with the traps are better I guess. They make trial and error more costly, so it encourages more thinking. Moving obstacles were difficult to reason with.
Overall the game has good potential, with room for improvement in adding more mechanics and level design. All the best!
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.
For one of the "throw you into it" games, I was able to quickly grasp what I was supposed to do. It's the sort of game where things are simplistic enough that information on how to play isn't possible. I was also glad to see that you kept adding in new obstacles as it went on. I don't know if there are more than 8 levels, as once I beat level 8 it wouldn't let me move onto level 9. However, by that point I had seen enough to come here.
Most of what needs addressing, to me, are actually superficial things: appearances, sound, and very minor things. For example, rather than have the Next button always in the bottom right corner, why not overlay a finish screen? When you beat the level, the game is disabled as an end-of-level screen is on top. From here, players can be told how many bounces, can say they want to retry or can proceed to the next level. You can also use this chance to indicate what you think should be the ideal number of bounces for each stage so players have a goal to reach for. In short, the core gameplay is good and it's just time to pretty things up and set objectives for people to meet.
Thank you very much for playing, for the feedback, and for this opportunity with a new feedback jam.
Wanting to create a quick prototype for the jam and due to a lack of ideas for mechanics, I decided to create only 9 levels and simplify the UI with a 'Next' button and no button to go back to the menu.
My plan after the jam is to make a downloadable demo with objectives for each level since it's difficult for me to do that in an HTML version.
Hi! This is a cool idea. It’s effortless to grasp, and it offers many possibilities for level design.
I would like to receive some sort of notification when the level is finished. There was none for me. The second level seemed to be stuck after the ball touched the target.
Nice game, kind of like mini-golf but with constant speed. I think the difficulty gets very hard quickly, I only managed to get to level 8 and I just skipped it out of frustration (level 9 was easier somehow). I had fun trying to solve the stages but I resorted too quickly to just trial and error. I think it lacks something to make it more engaging. I don’t know what, though. Maybe being able to control the force in which the ball is shot and have the ball lose some speed over time or after each bounce. Perhaps having more variation in the layout of the levels, like some kind of circuit instead of just a rectangle, or maybe put something in the level that affects the speed and direction of the ball.
It's fun, the controls are easy to understand and I like the levels, but I think it would be better if at the end of each level there was a gradual transition that takes you to the next level to make it easier for the player.
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