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The concept is brilliant, but as things are I feel like it peaks pretty quickly. It takes very little time for your balls to clear out entire screens so quickly that click upgrades are effectively useless (clicking as a whole sometimes is, given that powerups spawn behind ball and block objects and cannot be clicked on if obstructed), and since clicking is so unimpactful it's easy to look away until you have an absurd excess of money, which leaves me desperately wanting something like a "BUY 10" option.

BB points are entirely too easy to accrue in bulk far before they are useful in such numbers, and the boss fights just require way too much time to earn even a single skill point. I cannot be bothered to work towards the high-end skills when it takes a solid ten+ minutes of halting all other progress to get one, not because the bosses aren't dropping dead comically fast, but because it's not just fighting one or two phases, but rather like... fifteen?? It's sort of an absurd gauntlet, and not well communicated in any way that lets the player know what kind of progress they've made towards the stated goal (how many fights? which one am I on? Does it save progress between attempts? I've been on this all day and I am still unsure). Unique boss strengths and weaknesses hardly matter when the player is constantly swimming in BB to just neutralize the problems, and you can't really prepare an ideal build for any given boss since they're all just one element of a seemingly randomized larger pool. There's some very cool ideas present there, but they don't get to shine at all due to the implementation.

It's a shame, because a lot of the more interesting gameplay decisions seem to be locked quite a ways into that skill tree. I wish some of it was present via more traditional upgrades instead (ie. get basic ball's powers or quantity to x to unlock upgrade y), especially since it could make for a more interesting mid-game where presently things feel a bit railroaded into building up your power multiplier to mow through the aforementioned boss slog.

Also, the sound effects are absolutely farty. If you blared some mid-game audio in a preschool, you'd have kids rolling. I'm not sure if that's a good or a bad thing, but it's certainly a thing.

I want to like this. I think it's a brilliant idea and a decent start, but I can see so many ways that it can be improved that it's hard to not feel its shortcomings pretty quickly. I hope you stick with it.