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Some on-the-fly notes:

  1. Like the music right from the splash screen! XD Rocky.
  2. It took me some about a dozen seconds, but I managed to get how things work rather quicky!
  3. The coloured ‘net’/line disappears a bit fast, but this all depends on what difficulty you want to have.
  4. Lost when there were the three colours; I could not make blue bounce back without having red touch my ‘net’.
  5. Pressing Escape while the game offers R to try again causes the following bug/crash.
    ‘___________________________________________ ############################################################################################ ERROR in action number 1 of  Step Event0 for object obj_emitter: Unable to find any instance for object index '19' name 'obj_player' at gml_Object_obj_emitter_Step_0 ############################################################################################ gml_Object_obj_emitter_Step_0 (line -1)’
  6. Oh, you can actually set the difficulty parameters using the pause menu! I think you should put ‘Settings’ also in the main menu, so that the player does not miss it. (I would if I had not paused out of curiosity!)
    There are even key bindings! And volume control! Nice.
  7. Ah, I managed to win in less than a (half?) minute with easiest settings! Although I did not get hit, so the fact that the enemy had only one hit point was what really helped me. And this time, I managed to ‘separate’ the blue balls from the red ones, so I guess they are not synchronized if you wait a bit.
  8. Only now (replaying to see if you can move while on fire, seeing screen capture 2) do I realize that you can actually pass on all projectiles!! The only way of getting a hit is by putting a wrong ‘net’ for a ball…
  9. Nice fire particle effect. :)

I like the concept, but I guess such a game needs tight difficulty balance! Which is partly allowed for the player through the settings, thankfully. I think it is not easy for you choosing how long the net/line is displayed, as it is both an advantage and a drawback to the player.

Suggestion: maybe something good could happen when the player catches a ball that does not match the current main type of the enemy? Such as giving him a bonus?

As a note of interest, the concept of switching type with a roll reminds me of The High Roller (Hardly Working Inc) and Dodge Role. (The title also reminds me of this last one!)