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Brickout Balance's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Uniqueness (Originality of the game) | #2 | 4.160 | 4.216 |
Balance (Speed of the game) | #5 | 2.854 | 2.892 |
Fun (Overall enjoyment) | #5 | 3.280 | 3.324 |
Overall | #5 | 3.374 | 3.419 |
Theme (How well the game fits the jams theme) | #6 | 3.200 | 3.243 |
Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Enjoyed it for the first 6 equalisations. On the 7th I seem to have gotten softlocked by upgrading the replenish speed and chance too high, combined with giving the bricks too much health, and now there doesn't seem to be any way to equalise without spending absurd amounts of time waiting for the energy to maybe have enough damage to progress. I really enjoyed the concept but the speed of the game and balance of the upgrades could do with some work
Quite a satisfying game to play. The way the game is currently structured, especially with how certain upgrades scale, the basic damage, spawn/fire rate, and damage reduction upgrades seem to be the best upgrades for quickest progression, which is a shame because the other upgrades seem like they'd lead to interesting dynamics. Achievements, challenges, alternative/iterated methods of progress, etc., could easily fix that. Regardless, the overall zen effect of having dozens of white orbs drifting about the screen cannot be overstated.
Edit: Playing with modifiers after winning the game, and wow, are they fun! Maybe a little notice could be added that lets players know the modifiers and price scaling isn't permanent between switch-ups, because I initially thought I'd completely ruin my progression if I started messing with them too soon.
Very unique game, had a good time! I do wish it had saving, since I was on mobile and it’s a bit of a long game to do in one setting.
There’s some issues with the upgrades list making it so the arrow would be in the right spot, causing the before and after values to be directly next to each other and hard to distinguish. It could have been mobile specific though. I also wished it would have some form of number formatting - it was hard to quickly compare numbers.
Wow, very unique approach!
Really great concept- Once I saw the swapping of roles I just had to give it 5 stars for uniqueness and theme. Unfortunately the strategy seems to kind of upgrade a bit then sit and wait each time, and some upgrades seem to either not work like HP regen, or update values for other upgrades like in the case of blocking bullets. Would love to see a bugfixed and better balanced version of this post-jam.
Really great concept but some upgrades are non-functional. Clicking on them doesn't work or do anything.
Really great concept but some upgrades are non-functional. Clicking on them doesn't work or do anything.
Really cool game but it seems like the brick upgrades just don't work. I should have more armor than my previous balls had attack and i have enough regen to heal them to full every second and they still die.
How I can unlock the option to buy Splash Radius? I see that I can buy Splash Damage, but is useless without the other upgrade.
If every time you are flipping back between brick and shooting mode you are fighting your previous iteration then this is such a sick concept to continually feel way stronger every iteration. (Also I thought for a bit there werent any modifiers for the bricks, but just seemed their prices was insanely high scaled, dont know if the shooting gun and the bricks have the save modifier price they both increase?)
Edit: also definitely on me, but you can decrease a value with an uprade because of higher dark matter, for instance had 25 replicate chance, clicked on it -> 4% chance