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(2 edits)

Absolutely incredible entry. The game is damn snappy, the concept is unbelievably simple but so much fun because you tweaked everything just right. Also the attention to detail in the wiggly fonts, the screen transitions and the fading speed-particles is phenomenal. It’s a coherent style like any artist would develop over time.

Two things that I still wanna point out:

  • I never used the shot-prediction. Not because I didn’t want to (it’d have been of great help in the later levels, which seemingly were designed around it), but just because I forgot it. It’s just one lil text that tells you the controls for it right at the start when you soak up all the other information to play the game. Because it is not instantly relevant, it falls behind. If you include the tutorial just a level later (the rightclick can still be active in the first level - just don’t explain it yet), the player had time to acclimate to the game and learn more information about it.

  • I loved going fast because it wasn’t just lame old boring “fast”, it was blazingly fast. Absolutely incredible. But I still would have liked something that made the balls speed relevant. Some moving obstacles like in the Donkey-Kong-country barrel sections or similar. Right now going fast (or slow for that matter) lost its value because it wasn’t connected to a skill the game tried to test.

Buuut that is super nitpicky, so don’t mind me. Phenomenally well done!

(1 edit)

thanks for the feedback! ive heard a few times the game doesnt allow you to utilize the fast move speed enough so definitely in a post jam version im gonna add a few levels with more movement, the dk-country esque moving platforms you suggested sound like a great idea! and ill definitely make the shot prediction text more clear, level 2 seems like the place to put it :)