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(+1)

What is here is impressive! I like that the balls all have different rules for how to get the most out of them!

It needs some kind of visible incentive to get the player hooked on improving their bounce per second gains. What is here is very functional, and I did enjoy figuring out the different ball rules and strategies for max bounces. But without an "end" goal after the 7th ball is unlocked any optimizing feels a bit pointless. I would consider adding a final goal, and maybe a time summary for how long it took to reach it. That way players want to improve their efficiency and start strategizing around the ball abilities.

(+1)

My original concept for this was to create something that could either be played as a chill drawing program, or an infinite idle/clicker game. To that end, I didn't really want to add an incentive to unlock everything or bounce the balls faster, other than the intrinsic motivation to see the next ball. I only had time to add a few balls though, so it does become "pointless" pretty fast.

In the game's current state, I'd consider adding some indicator that everything is unlocked (say, a star appearing next to the title) to say "you did everything, so you can stop now if you want"