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As someone who lost many hours to the original Peggle in college and Peglin more recently, I'm excited to see how this one develops. Using AI art is an interesting twist and the concept is solid. I saw in replies to other comments that you weren't focused so much on polishing the other game elements, and I do think lack of sound design cuts into the enjoyment of the gameplay--for me, that's one of the most satisfying parts of these types of games. But the VFX were great!

I'm really curious what behavior(s) you applied to the ball to get such responsive bouncing. Was it just physics? 

Promising game, I hope you get to move on. Best of luck in this round!

Thank you very much for your feedback!!

First off, Peglin has consumed more of my time than I'd like to admit. A very high quality product imo.

The AI was an experience to say the least, but I think I'll try to keep using it in the future when applicable.

As for the behaviors, I used physics in a golf game I made for a jam a couple years ago. It was a disaster getting things to work the way you'd think physics would interact. With that in mind, I tried making my own movement system for this project by manually changing vectors on each hit... My advice: don't do that! Ultimately, I tried the Bullet behavior and it worked better than I could possibly imagine. Tweaking the acceleration and gravity had the most impact on all the "orbs" characteristics. I had 7 different orbs to choose from and they all worked surprisingly well only using the Bullet behavior (due to time constraints, I picked 3 orbs and left it at that).

The sound and theme implementation was definitely my greatest learning experience this time around. Since art was more of a priority, I abandoned way too much to focus on the AI aspect. I knew better, but I harp on things that should be let go every second of my life lol. The "spectacle" theme is what prompted the use of space/sci-fi elements. "Fusion" was supposed to be 'fusing other orbs together' for more powerful orbs to use. And we all see how that part turned out :(  Maybe I'll get a chance to revamp the project in a future round (fingers crossed).

Again, thanks for the feedback. Best of luck t you as well!

It's crazy to me just how versatile the Bullet behavior is. I would have never imagined it being so responsive to multiple collision sources in such quick succession. You've inspired me to go play around with it!