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(2 edits) (+1)

Great game, best one I've played and rated so far. Must say, that I am a 'mechanics-junkie' type of gamer, so this is right up my alley.

The game has a complete core loop, including screens, score, timer, death, etc. The mechanics all play nicely into this, as there is more score for combo's, touching an enemy is time penalty, etc. Feedback is excellent too, as the sound and animation of the ball shooting is very pleasurable, and enemies have a nice knockback an pop on hit. The ball powers up as you hit more enemies, which makes for a nice escalation of gameplay, and the enemy spawn rate seemed sufficient to keep enough "entropy" in the gameplay. After 30secs of playing you figure out the shoot + catch tactic works well, which raises the skill level of the game, nice game dynamics at play here..

Some ideas for further improvement:
- make enemies and objects round, so the ball does not bounce of in strange angles but is more predictable like billiards.
- dual stick controls (as a console gamer I hate mouse-based aiming relative to my avatar's position)
- enemy types that further extend target prioritisation like +10sec enemies, extending that 'only-couple-secs left' feel

Hiscore 30100, but feel I could go higher if I practice..

Awesome feedback! Thank you so much!!

You have some great suggestions and will definitely work on those. I've wanted to add those in too but it's really hard with the time constraints of a jam. I'll probably dabble on this some more and if it gets really exciting I might re-release on it's own when it's nicely polished.


Cheers! :)

(+1)

yeah the 48 hour time constraint is tough.. I feel adding enemy types and a little escalation (more enemies, bosses, etc) is good bang for buck. Doesnt cost too much time to build and gives gameplay variation...

If you want, check out my game TheWoocatcher to see what I mean..

Checked out your game. Pretty cool!

Escalation and variety is always better for games. I'll definitely add those in. Thanks.