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Reverseggle's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #501 | 4.118 | 4.118 |
Overall | #805 | 3.706 | 3.706 |
Enjoyment | #1227 | 3.353 | 3.353 |
Creativity | #1278 | 3.647 | 3.647 |
Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
It's like Peggle, but you play as the peg board!
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
It's a great concept and well polished! I found the gameplay to be a bit frustrating sometimes. After placing all the board pieces, all I could do is watch the turret miss the pegs until it finally hits the right angle. I just restarted the level instead and tried to make it quicker.
Thanks for the kind review.
That's what the reset button was added for, when it's obvious to you that you've spent all your resources, but not to the game itself. Glad you spotted it, one friend I sent it to said "It would be good to be able to reset when I've got it all wrong"...
Really cool concept. I had a good time!
Thanks for playing!
Great game!
Thanks!
I'm really surprised this game doesn't have loads and loads of ratings yet its really well polished and a fun game well done! :) Unique idea for the theme too.
Thanks for the lovely words SoloBro. I'm not so sure about it being a unique idea though. I've seen two other Peggle based games already. Both mechanically quite different to mine, and both beautifully polished.
Regardless I think you have made a great game!
I have seen a similar game idea a few times now, but this is by far the cleanest/most polished of them. I really like the sound design as well - really brings the experience together.
I think only weak part is the level design. Its not terrible dont get me wrong just very random and without a clear theme (could just be me). The last level is the only one i would really change as the timer per shot is excruciatingly long and you cant really predict what happens next anyway (as the small targets disappear). Id make the timer shorter and remove the targets along the way.
Another quality of life feature for the earlier levels, where you place targets not lines, would be to have the spawn location exactly on top of another one that is in the process of vanishing (if you place it near it). That way we could get some well needed determinism into the system (also the cannon could be synchronized?).
That is quite the lot of nitpicking - its just that all the good stuff was already mentionend xD
I overall liked it really much - neat concept.
Thanks for the detailed feedback, and I agree with it all! One criticisim I've heard over and again is about the shot timer in the last level. I really should have added a time-speed slider for that. Slo-mo would help in some of the earlier levels too.
Have you played the turn based Peggle yet? That's the most interesting one from my perspective!
The cannons not being synchronised is deliberate in a couple of the levels. But not in others. That's a subtle bug that could take days to track down. It's definitely my fault, but I knew I wouldn't have the chance to chase it down. It behaves differently on different computers, and between the editor and a build.
Don't worry about picking those nits. Even if I'm aware of them, they're really constructive. I welcome feedback!
No - I havent played the turn based version yet. Do you mind posting the link (if thats not considered unfair advertisement).
And thanks!
Just worked out what it was...
https://itch.io/jam/gmtk-2023/rate/2158486
Really nice and clean looking game. Really like the way the Main UI looks so crisp with the use of the Shapes Plugin. Sound effects are super satisfying as well. All the feedback hooks you in to playing it. Really awesome!
Thanks for the kind words! Much appreciated.
Actually, it uses Shapes for the game elements too (except the trail renderer behind the ball). The balls, the walls, the launchers, pegs, preview when you're creating walls... All Shapes. I love that plugin so much!
Epic game - really impressed with your creativity and art skills. Definitely a highlight of all the ones I've seen so far.
Brilliant look, honestly.
Thanks for you kind words! The fantastic Shapes plugin does a lot of the heavy lifting when it comes to clean crisp vector graphics. I use it on so many projects these days. You still need to have design skills, but it makes creating graphics in the Unity Editor a bit like it was back in the Flash days - playful and enjoyable.
Really awesome game, played the whole thing! Only on the 6th level I wish there was a way to shoot the balls quicker, because there was a lot of waiting.
Really awesome game, played the whole thing! Only on the 6th level I wish there was a way to shoot the balls quicker, because there was a lot of waiting.
Oh I know about level 6! I've had that comment over and over. It's a feature I wish I'd added: A time control slider.
Thanks for the kind review!
Very polished levels and their introduction. Everything seems to be worked out to the smallest detail about satisfying sounds not to speak anymore
Well done <3
Thanks for your kind review!
nice game. very polished. good job.
Thanks for your kind words!
i really enjoyed the concept
Thanks, glad you liked it.
Interesting concept, but I wish there was a bit more strategy involved, pegs are really small so the direction it sends balls is pretty random. The only way I found to finish the first level was to put them everywhere I could and pray. But I guess it is normal, after all, randomness is at the heart of peggle. It's just not my cup of tea.
Graphics are minimalist but work pretty well, using only two colors is good for getting a coherent look. Well done !
Thanks for the kind words!
I agree with pretty much everything you say there too. It didn't work out exactly as I'd hoped in my head...
The graphics are entirely done with the fantastic Shapes plugin. Minimilist sharp clean styles are very quick to achieve with that. They scale really well too, remining crisp at any resolution!
Cool little game!
I feel like the concept of a reverse peggle is one of the few game ideas that hasn't been used too much within this jam.
The first levels in which you can place as many pegs as you want made it feel like I was playing a different version of sugar sugar, but I'm glad that the gameplay got more varied afterwards. But I think the later level with the pegs as targets solves this issue.
I liked placing the lines, since they were more limited in the amount I could use so I had to think a lot more about where I got to place them. It felt like I was in more control of where the balls were going to go overall, instead of being able to control the direction of a single ball once.
The last level was definitely the best, and I think that this is just because of the predictability of the shots. You can actually make the ball go where you want it to. In the previous levels, half of the targets I got seemed to just be be chance, and I wasn't able to effectively redirect them how I wanted to. I think you should have more consistency on where the balls will go, so the player can more effectively bounce them around.
If you wanted to keep the randomness of the shots, since we technically aren't supposed to be controlling that, you could also have some sort of slowdown mode. So we can place the pegs in time to where the balls were shot.
The piano effect was a cool idea, but I think it got a bit overwhelming when there were a lot of balls on the screen. It really sounded the best when there was only 1 ball on the screen.
Nice work!
Thanks for the very detailed feedback. I agree with almost all of the points you made!
The only thing I have a different opinion of is that "Peggle But..." is an original concept. I've personally rated 2 others already! I guess similar games attract people who've made similar games. Interesting to me that they're both pretty different to mine, and to each other. It turns out there's lots of ways to skin a cat...
If I were to refine the concept (which I'm not really planning on doing) I'd concentrate more on the consistency. Like you said, it's a little bit tricky to work out where the balls are going to be, and quite random where they go. Sometimes this is the point of a level, but not always. The physics don't seem to work the same in each of the various environments - in the editor it does one thing, then in a build it does another, and full-screen is another again. Some people's computers seem to affect it too. It's probably something I've done wrong, but a games jam's strict time limit isn't the right place to dig into that sort of bug. Could chase that sort of thing around for days, especially at the speed Unity compiles these days!
I'd also add a time adjust slider. It would go from very slow to very fast, so you could speed up things like waiting for the next shot in the final level, and slow down to react better in the earlier ones.
Great Concept, It sounds amazing and plays great. I can tell there was so much polish in this even with only 48 hours. overall a fantastic game.
Thanks for your kind words! And yes, it's amazing what you can achieve in a short timespan. Just don't look too closely at the project source!
Really cool concept that worked really well.
Very impressive that you managed to polish it this much and make multiple interesting levels with different build types in such short time.
Only feedback would be that it felt a bit that you could "spam" yourself to level completion since you had so many pegs, and it was a bit hard to plan since it could shoot from multiple directions. But I think that also makes it a bit fun and chaotic! :D
Nice to see another peggle game that was so different from ours.
Thanks for the kind review! Yeah, the gameplay didn't quite work as well as I'd imagined. It's not bad, just not as good as I'd imagined. Have you tried the version someone entered where it's turn based? I think that works the best of the three I've tried so far.
I think that's what Games Jams are about though. Try out some new concept, there's a chance it'll work, and a chance it won't. Either way, you don't have to invest a lot of time to see.
Yeah I tried the other Peggle game as well! it was nice to see the different variations of Peggle :)
I completely agree with you in regards to your point of the purpose of a Game Jam. Its a fun and inspiring thing to test out some different ideas and maybe share/gain some inspiration.
very cool!
Thanks! Were you on a team that submitted an entry?
that looks great. i dont know the original but you get it very quickly :)
You've not heard of Peggle? Youngsters today... It practically invented the casual games market back in the day!
In Peggle, you're in control of the cannon and you're trying to hit all the pegs. You choose the angle of the shot, and when to fire. Then the ball blasts out and bounces around mostly at random. It's a bit like pinball crossed with pachenko. It vomits colours at you like mad too, so this is the antithesis of it in all regards!
Thanks for your kind words though, much appreciated.
The polish on the art is amazing! Having created the art for my game, I am jealous! The game is satisfying to look at and hear, however it often ends up with you just placing random pegs in lines until the ball hits something! Still, this is great!
Thanks for your kind words! Yes, the gameplay didn't quite work out as well as it did in my head. I quite like most of the levels however, especially the final one.
The Shapes plugin is amazing for fast and clean art. Well worth the $25 I spent on it in a sale! It's the mainstay of most of my projects now.
I like both the idea and the polish, and really love how you expand on the rules in the following levels - you even "reversed" the rule about pegs being placed as a target. A nitpicj: I wish there was option to adjust the audio
Thanks for your kind comments! I'll review your game in a bit...