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A jam submission

CannoneerView game page

Control your cannon to take down buildings!
Submitted by Harldan — 23 days, 19 minutes before the deadline
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Cannoneer's itch.io page

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Comments

Host

Remarkable: Super satisfying gameplay, excellent organization of scenes and code.

Needs Improvement: Initially I didn't see that I needed to hit enter to advance to the next level - the flow of messages in the console made that a little unclear (there was lots of other activity in the console). I also found it a bit frustrating how long I had to wait to fire the next cannonball, and there was no way to see how long it was going to take.

Successful: The detail of objects spawning in not *exactly* where they need to be so they sort of settle into place is really neat (whether or not it was intentional).

General: A perfect balance between simplicity and complexity. Like Angry Birds, Boom Box, and other games like this, you could build a ton of levels based on just the foundational "blocks".

Host

Scratch some of that - initially didn't realize that there was a V2 that addresses some of this feedback!

I really liked this game! I think the way that the cannon turns and rotates serves as a very clear visual indication of the ball's trajectory, but still requires the player to try and guess at where exactly it would hit. I found it surprisingly challenging. The levels definitely ramp up in difficulty well, I didn't actually manage to beat the last two. The UI feedback on screen was also really nice.

I did find that in a few levels, it was a bit hard to make out the blocks the player was supposed to shoot from the background of the level. It definitely made it more challenging, but maybe not in a way that felt fair. I might have picked a material that stood out more for those objects.

Overall the game flows really well, I noticed that you organized your levels as different scenes, which is nice because it allowed you to easily reset the level or move the player on to the next level. The start screen with instructions is also a great touch. Definitely above and beyond what we covered in class :)

One more element of the design I will comment on - I like the idea of being able to  change the power of the cannon, but I did find the feature a little unnecessary  - since the player just wants to knock everything off of the platforms, there's not really a good reason to use anything but max power all the time. That feature definitely would have been a little more interesting if there was some trade-off to using max power - maybe there are certain objects in the scene the player will lose if they knock off, so using a high power risks accidentally toppling those, or something like that. 

Great job!

Submitted

Remarkable:

There's really one way to say this, this is REALLY cool. Out of all the games I've seen, this is by far the most unique and fun. Everything is done really well, the levels, the cannon, the speed and power behind the cannonballs. It was really easy to just. Keep reseting to play over and over again. The cannon is beautifully designed! 

Needs Improvement:

I don't know much of a solution, but sometimes the ball wouldn't make solid contact when aiming for the edges of the cubes and would look as if it made contact but couldn't move them. It might have just been a visual glitch though. 

Successful:

Again, it's just really good. Everything that it looks like you attempted to do is accomplished really well. The game is really fun to play and almost never do you feel cheated by the physics of the game. The effort you put into this really show. 

General:

It's pretty hard for me to knock this game at all, it really does work well. It's fun, it's unique, but above all it shows how hard this project was worked on and that's part of what makes me enjoy it so much. Fantastic job Mark, this is awesome. Plain and simple.

Submitted

After playing Mark's game I was thoroughly impressed.  The first thing that caught my eye was thinking about how the idea was created. Since we were given the bouncing balls prompt it made me wonder how it could have formed into this game. The biggest thing that makes this game impressive is the use of a visual prompt to launch a projectile onto the game board. The objective of the game is to knock these cube like structures off the board using a cannon and 5 cannonballs. The cannon provides exceptional visual clarity on where you are going to shoot the cannonball so it makes it very easy to pick up and play. You can tell Mark put a lot of time into this game  based on the console outputs as well. Everything you do in the game is reflected in the console to give you feedback. It tells you things such as how many balls you have left and how much power you choose the cannon to be shot with. The biggest thing that could be improved upon is the design of the different levels. Sometimes the blocks fall at an awkward angle that makes it very frustrating to complete some levels. Sometimes the blocks fall on their face and make it hard to knock them off the stage completely. The biggest success about the game would be the design of the cannon. The visual clues given to you by the cannon makes it very easy to accurately shoot a cannon in the spot you want. Overall the game was fun and provided a great challenge that offers a good amount of replayability. Great work!