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(+1)

Thanks for playing! Let me address your points:

  • you are completely right. I added a way to make the cannon rotate slower by pressing shift. mouse aim and scroll wheel controls would definitely help a lot too
  • that's also true, it's a relict of the old system I had in place. I reduced the number of bounce predictions to alleviate that (but I should probably have a system in place that predicts the trajectory based on the ball's speed more accurately)
  • I guess the 'turn' mechanic is not very clear. I should have explained it somewhere in-game or on the itchio page
  • I admit I didn't spend a lot of time (or effort) in level design. the general idea is that, like in brickbreaker, every block you destroy changes the paths that are available to the other balls. so even the easy target enemies still serve a purpose.. at least in theory!
  • I also didn't spend a lot of time balancing stats so I can definitely agree with you, that the balls and enemies don't feel very different fro each other. ideally each ball would have diffrent stat distribution that make you play differrently based on your party formation. ideally...
    • the ball hit skills are definitely an underbaked mechanic atm. in this build most of them just provide temporary stat changes. but without visual cuse it's hard to tell what happened
  • I think creating fun combos and chain reactions is one of the most fun parts of the game but I agree that it's not easy to set them up intentionally. The one I recorded happened kind of by luck too!

I do like the idea of each ball having an 'on stop' ability. And yeah, having a turn limit is definitely in the cards. I didn't add it for this build because I didn't have much time to test/balance the levels.

Thanks again for playing and for the feedback!!