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Thank you! In my first draft, I planned for making several levels, each with different layouts and collectibles to catch in order to get to the next level. However, I eventually scratched that idea, as the only challenge it presented was mostly based on RNG and thus not that interesting to play. For me the most interesting aspect of the game is the procedural music, and thus it felt more pertinent to work on a single level that I could "tune" correctly, and that would produce a single music that evolves as the player interacts with it. The "challenge" required to beat the game is just an excuse to play with the musical system. Otherwise it's just firing balls randomly and hoping it will bounce in the right directions!

(… pro-players of pinball might strongly disagree with me…)

Glad that you enjoyed the game! Sorry for the clipping. I tried as much as I could to reduce it with compressors and lowpass filters, but it's still slightly there. The thing is, each instrument has kinda to be on lead, as otherwise it is a bit frustrating to not hear them when they bounce. With that constraint, balancing volumes was a bit tricky. I guess a good solution would have been to increase the volume of an instrument when it plays a new melody, so that the others stay in the background. But of course that's another layer of complexity!