The prototype of a new virtual tennis experience. Whack the ball for a high score! · By
Thank you for your feedback!
The block mechanics are indeed meant to reflect safety in costs - you spend a resource you build up and your combo (something already implemented, but used only internally!) in order to keep the streak going. Most of the conundrum in the block resource being easy to accumulate and hoard is that usage of the meter is not fully implemented.
The super meter is supposed to be used in both Blocks and Super Moves specific to each planned character, a powerful strike that costs a lot of meter - 50% at first, however considering making it a per-character cost - and is very likely to defeat your opponent if they aren't ready. This is the problem with the meter in The Squash Alpha: there is no enemy.
A Super move was actually implemented, but a few technical difficulties made them unpractical - which only reassured me they weren't gonna mesh well with the Squash Alpha's design. They will, however, be part of the Multiplayer Beta. The meter as it is right now is a very shallow introduction, and may be better explored once we get two players on the screen.
A visible combo counter is actually in consideration. It's something I wanted to save for the Multiplayer Beta at first, but in light of making that aggressive reward a little clearer I will be considering it.
Once again, your feedback is most valuable. Feel free to keep playing if you want, and make sure to post your best scores at the scoreboard thread.