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(1 edit) (+1)

Well not bad but not enjoyable enough of a game right now. :/

The main gripe I've got with this game is the lack of control over the "ball" (referred to from now on as the "Head") coupled with the weird Head's bouncing physics.

The Head tends to have really weird and unexpected bouncing angles against the various blocks (and walls?!). And because of this, somehow, more often than not the Head tends to stay in one general area for an ungodly amount of time before finally going to other untouched areas (and maybe stay there for a while too).

On top of that, the paddle doesn't influence at all the Head's direction. In classical Breakout games you can use the paddle to directly influence the ball's rebounding direction and that allows the player to have some control over what would otherwise be a simple game of waiting. So yes, the paddle in here just isn't playing a great role, and this game is currently a glorified waiting simulator.

The graphics though were cool. And also I've noticed there's a visible hitbox on the player? Does that mean enemy bullets were planned? That sounds exciting. If you're continuing to work on this, don't forget to make the paddle viable.

I had to fast-forward the waiting parts for viewing pleasure but still I've featured this game in my showcase video:

https://youtu.be/bFHWSZ1BOBw?t=9388