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cherry-ball's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Adherence to restrictions | #243 | 3.394 | 4.800 |
Polish | #288 | 1.697 | 2.400 |
Enjoyment | #290 | 1.697 | 2.400 |
Overall | #291 | 2.121 | 3.000 |
Design | #301 | 1.697 | 2.400 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The only problem with this one is that it's basically impossible to get most of the cherries and gems, since you cannot control the ball yourself. You basically have to rely on pure luck to get them, and that's not much fun. I also think it would be a lot easier if you could stop the paddle simply by releasing the button.
Maybe you could move the ball up/down yourself and the paddles moved up/down by the computer, so that way you could choose whether to go for that gem, or to go for the paddle and survive. I think that could be a lot more interenting.
Thank you for taking the time to play the game and leave a comment!
You can control the ball to a certain extent; it bounces at a different angle based on where it hits the paddle. I do agree though that in the jam release version it's mostly luck based. I've already adressed this for the next version.
The controls are intentionally janky. It's been a while since I came into contact with an oldschool Nokia, but I remember phone keyboards of that era to be mushy. I imagined that a designer of such a game might try to compensate with a control scheme like this. I personally like the way it feels.
Nice fun take on a pong like game, perfect for a nokia back in the day. If I had one design choice that I think could be changed, I would say maybe make the cherry placement still random but stay in that spot until you get it, so it's more about aiming. And then the coins can do the same but disappear after a time, like the original nokia snake game.
Thank you very much for taking the time to play the game and leave a comment!
You are making a good point; the cherry/gem behavior should be more predictable. I'll try to address this in the next release. I'll also tune the graphics for the gems - they were meant to be gems, not coins, but I guess I dropped the ball (pun intended) on the pixel art. :)