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(1 edit)

Thanks for checking out my game.

I love the wacky enemy sfx, especially the neuro bread.

The ball hp and damage mechanic is a cool concept, but I find it a bit odd that you also get damaged when you do the thing you're suppose to do (hitting an enemy). But If the goal is to encourage player to do few high damage hits, then the game need to give player more control to help them achieve that.

And to return the favor as a fellow pinbal dev using Unity, I have some things I learned while making my project to share.

  • Add TrailRenderer component to the ball then set the "Time" parameter to an absurd amount. And when you test your game, you will get a sort of heatmap that can help immensely on level design.
  • Design the board to send the ball back to player often, will make the game feel faster.
  • I'd recommend not putting a cooldown on the bumper(bouncer) hit sound and allow them to play as often as the ball hit them. I found that shorter and lower pitch sounds works best for repeating.

I hope this help you on this or your future projects!

Thank you very much! I'll definitely make use of the tips in the future

About the ball taking damage, I needed a way to make the player lose and it was either a timer or the hp. Taking damage only by the enemy's attacks was not enough for losing and there isn't really a proper way to dodge them anyway, i chose to deal damage to the player when it hits enemies and other occasion to add a sort of timer to the gameplay. It's something that definitely need more thinking and more testing to find a good way of handling that

Thank you for trying the game!