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A jam submission

PaddlePunksView game page

Underground Fighting Tennis
Submitted by sovgott (@sov_gott_games) — 2 days, 19 hours before the deadline
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PaddlePunks's itch.io page

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Comments

Submitted(+1)

Played a few matches with default and wizard, in very easy, easy and very hard difficulties.

This game is super interesting as a pong with characters, each one with a different playstyle, but Im having a really hard time in doing cool things or surviving really. I will make some comparisons to pong now, to explain why I'm having such a hard time. 

First off the character paddle is very small and moves slowly, which makes returning incoming balls much more difficult. But also standing in the way of the ball is not enough, you have to time the hit. Press too soon or too early and the ball will phase through you and if you don't press anything at all the ball stuns you and returns very slowly to the opponent opening yourself to a counterattack. It is incredibly punishing at the smallest mistake. 

What messes with me the most is the build up time. It is difficult to account for and in my opinion it just makes the game harder and less responsive without much benefits. I know there is the back arrow + hit to hit with minimal build up time, I just dont know why not everything else is like that. No build up would make for much snappier controls.

I know that I sound whiny and "git gud lol", but most videos I have watched people struggle with basic stuff and there are several comments with something in the lines of "this is too difficult" or "I'm not good at this".

I believe catching the ball should be easier overall. A bigger paddle, no build up, faster movement speed, less punishment for failing a swing. If catching the ball becomes easier, the player will be more focused on the offense part and aiming their shots which could be a big plus.

Developer(+1)

Thanks for playing and feedback!

The game's definitely difficult, pretty much everyone struggles for their first few matches until they "get" the timing. 

Having to get to the ball in time (and that being tricky depending on the angle) is pretty much the core of the game though. In particular I really like having to decide between maybe getting a good hit vs taking the 'safe' route and just bodyblocking.

It's tricky to make it easier to get started while still maintaining that balance.  Having better animations will probably help, at least.
Did you have trouble blocking it with your body or mainly when swinging? Increasing those hitboxes is something I've been considering.

Submitted (2 edits)

I mostly bodyblocked in very easy and easy, because swinging felt like a coin toss with my poor timing. Won by the CPU embarrasing itself. This stopped working in higher difficulties. I think that there are several ways to make the game easier, but they all will compromise the balance you are looking for right now. Some examples:

  • Don't deactivate player hitbox while swinging, this way timing wont be as punishing. Place a mechanic which punishes the player after they get hit a specific number of times, which can be adjusted per character.
  • Make bodyblocking the regular way to return the ball (removing hitstun and predictable slow ball) and give an advantage to the players who can time properly.
  • Remove build up so hitting the ball becomes easier (what I suggested in the other post)

Increasing the hitbox could also work, but it would need to be a large increase. Anything you do will feel alien at first because you already know how to play and since you are the dev you must be the best player in the world right now. But bringing the skill floor lower will be helpful so people don't feel they suck after losing to the very easy bot and can focus on learning how each character plays instead.

Submitted(+1)

This game feels needlessly complex, and honestly I am all for it. I am not very good, but maybe at some point I'll take the time to practice and learn a character.