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(+1)

This was extremely polished and well made! I had a great time with it and managed to get 4th place on the leaderboard with my 2nd attempt.

The only thing that needs work imo is overall pacing of the game. It’s a bit too slow and doesn’t ramp up quickly enough. I think the variety in powerups is great but a lot of them feel really minor and its hard to notice theri effects. Maybe part of the difficulty should be the density of pegs since regardless of what level youre at, controlling the ball is difficult when you’re bouncing around like crazy. Give the player a bit more freedom to move around and collect money/upgrades early on before you introduce hazards and moving pegs.

I also think you should incentivize the player to break pegs by maybe giving a score boost when they clear a section. As my playtrhough went on i found myself just smashing the down arrow to try and get to higher difficulty sessions which made the pegs feel more like an obstacle than a target.

Overall though this was a fun and very well put together game. With some tweaks to the formula you could turn it into something dangerously addicting

(+1)

Thanks so much for the detailed feedback. Absolutely agree with your points and something I intend to refine post jam. Biggest issue I was running into was the time constraints of the jam doing it all myself while working a full time job is tough and not making the items so overpowered that you were effectively invincible. Early testing I had some items at 2x or 3x effectiveness, but it allowed me to do full screen clears of pegs when the right cascade of conditions triggered. The procedural generation algo definitely needs more tuning and more content to socket in to get the right pacing that you describe as well.

Thanks again for the feedback and I will take it to heart when working on this more in the future!