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Cannonball Defense's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme Usage | #4 | 4.000 | 4.000 |
Gameplay | #11 | 3.125 | 3.125 |
Overall | #16 | 2.813 | 2.813 |
Graphics | #17 | 2.875 | 2.875 |
Audio | #26 | 1.250 | 1.250 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you implement the Theme?
You only have one cannon, but have different sizes of cannonballs
How did you implement the Modifiers? (if you did)
The largest cannonball is a one hit kill
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Comments
Was pretty good , hard to understand something at the beginning , but after some time i get it. The big minus is the lack of sound , however , as i said , the gameplay is fun
Thanks for taking the time to play my game.
I wasn't able to create an in-game instruction menu in time that would explain the phases of the game. The only clue to this are the buttons that can be pressed. In hindsight, I should have added a similar highlight to the corresponding areas that can/should be clicked when in the appropriate phase of the game. Thanks for helping me realise this aspect of usability.
Took me a minute to see how to interact with everything; however was pretty neat once I did. Some music or sound effects would have been a great addition to the experience.
Thanks for taking the time to play my game.
I was slow on the implementation side of things, and only barely managed to implement the core concept. I agree that some sound effects would've been useful in areas, such as attempting to select a cannonball that exceeds the cannon's remaining capacity and the firing the cannon. But I did enjoy making this as I got to learn a new thing and did try to use it (specifically, events and delegates).
It is difficult to balance things out especially when implementing new things. Having made use of events and delegates in a practical setting will definitely set you up for other projects in the future, if you don't continue tinkering with this one!
It took me a while to figure out how the game worked with the somewhat obscure buttons, but it was pretty fun once I got the hang of it! Maybe you could consider adding key binds so that shooting the cannon can be made much faster?
Thanks for taking the time to play my game.
I am normally guilty of using mouse input for menus, and key bindings to controls. This leads to a slightly clunky experience, so I wanted a mouse-only input this time around. You are right: in this instance, adding key bindings would've created a smoother playing experience for the loading and aiming sections.
On a side note, I did set the wrong version when setting up and submitting the game - I set v.0.54 to be shown instead of v0.57. So if you saw just an empty field and thought the game was over at any point, that was due to my mistake: the correct submission should've also spawned in enemies straight away when the field is empty in addition to a preset timer.