I'll investigate and see where the difference is, likely there's just too much bounce on the planets. Thanks for the report :)
Tom Rhodes
Creator of
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Thank you for the review! Yeah right now the "active" planet (e.g one recently dropped) runs itself at the full framerate, whereas inactive planets run at around 1/4 framerate. It's a lot of physics for the little fella to calculate and so for now, this is an unfortunate side effect of my optimisation.
I'll be continuing to work on optimising this and I'm hoping to bring the inactive balls up to 1/2 framerate sometime soon! Stopping the game from stuttering is my main task, as that feels really bad.
If you have a playdate and wanted to play Suika Game on it, well here's the next best, legally distinct thing! It's free to play, there's a $2 upgrade to enable highscore saving if you're enjoying it.
https://tommusrhodus.itch.io/legally-distinct-planetary-based-suika-game-clone-f...
I totally agree with all your points! I'll have updates coming once the game jam is finished judging that will address the difficulty issues, whilst still giving an option for those that want a touch challenge. Also, thanks so much for the drill feedback, I have another power-up planned which makes DrillBit into a block breaking super drill :)
Thanks so much for the feedback! I totally agree, I ran an experiment with the controls inverted and it's much more intuitive to control. I'm thinking of releasing an update once the game jam judging has finished with an option for "easy" and "hard" controls, that way users can pick their challenge a little more.
Thanks so much for the feedback! You're totally right of course! I simply ran out of time for quite a few things, difficulty balance etc. :) I'm actually planning an update to DrillBit after the game jam judging has finished, and I have included a super drill pickup on your recommendation, thanks so much!
I would love to see some fan art of DrillBit! https://itch.io/jam/gmtk-2019/rate/461415
I went for the only one being controls too. I decided on a system of taps vs holds to control a character in an infinite runner style game. Check it out if you want at https://itch.io/jam/gmtk-2019/rate/461415 -- I ran out of time for creating a better difficulty curve, so right now the game is a little punishing, but if you like games with a learning curve, I'm finding it pretty addictive!
Thanks for taking the time to provide this feedback! Hugely appreciated. I completely agree the difficulty is a bit extreme, honestly I just ran out of time for balancing. I LOVE your idea about inverting the controls, that makes total sense and I think it would feel more intuitive. I can redesign the killer blocks to account for that change too, so there would still be difficulty, but I think improving user experience overall could make this game difficult AND fun, rather than just difficult and a bit fun as it is currently. Thanks again! :)
Not harsh at all, I really appreciate the feedback, I'm getting some great ideas in the comments here. You're totally right about the difficulty of course, unfortunately I ran out of time for a good run of balancing the overall game experience. I really love your vector idea as well, alongside the other comments about reversing the controls (tap is slow, hold is fast) I think I can make some real improvements here after the jam is finished judging. Thanks again Fearian :)
Wow! Thank you so much for taking the time to provide feedback here. I totally agree, DrillBit is REALLY difficult, the learning curve is possibly a little too steep really. What I'm wanting to do is have the speed + difficulty ramp up whilst playing, I have a few ideas for that, but this is as far as I can take DrillBit during the game jam. Afterward I'll hopefully have the time to continue development and I'm definitely going to take the learning curve into consideration. Again, thanks so much :)