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The core loop of this game was really interesting. I enjoyed bouncing the ball to grab the cherries and once I got the hang of blocking off the 'enemy balls' I found a certain rhythm which was quite enjoyable.

The weird thing with the game for me however. is that though the resulting interaction worked well I couldn't help but feel that it wasn't cohesive. Once I got used to blocking off the 'enemy balls' shot out by the moving squares it was only a matter of remembering to periodically shield yourself before you bounced. As long as you remembered to draw the lines above and below you were good to go. Additionally. the one-hit-kill by the 'enemy balls' proved to offer a fair deal of frustration because of the seemingly random nature of the encounters(not the trajectory of how they are shot, that was pretty consistent which was nice).

Though I do feel that just bouncing around to collect cherries would need at least one complimentary mechanic, I'm not sure if 'enemy balls' were the best choice. Perhaps if the cherries are the ones being shot out instead? Or lesser 'enemy balls' or you bounce off of them instead of being killed? Or the same situation but with a camera that holds the entire level in view for easier 'enemy ball' tracking? I dunno.

Sorry about the wall of text; I just really liked this core loop, haha. The art was well done and the music really suits the game. Nice submission!.