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Dot.Bounce()'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
OVERALL | #37 | 4.125 | 4.125 |
DESIGN | #42 | 4.000 | 4.000 |
INNOVATION | #100 | 3.688 | 3.688 |
THEME | #150 | 3.625 | 3.625 |
SOUNDS | #211 | 3.250 | 3.250 |
VISUALS | #268 | 3.625 | 3.625 |
MUSIC | #507 | 2.500 | 2.500 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The concept is so simple, yet this game was very fun. Good job to you!
One of the best designed game in this jam bravo. It left me wanting more :o Maybe adding a infinte run mode can satisfy me :D. My only issue was the music was a bit repetitive but thats just a small nitpick
Overall i had a blast while playing this and im not exaggerating. Fantastic game well done :D
Thank you! You might be glad to hear this but I do plan on doing one more update adding more content and fixes... That music was made within 2 minutes and is 8 notes on repeat or so, it was the last thing I added and if that weren't the case I would have gone mad during playtesting haha.
Infinite mode sounds cool, but this is my first Unity game. Although I might have an idea on how to realize it, I'll focus on fixed levels first. Some more tile types to spice it up, which might need hand placing to function as desired. However I could look into the infinite mode only containing the basic tile types as seen in this version.
Anyhow, glad you liked it!
really nice, a bit too easy, it would be a good introduction to a bigger game like this, it has a lot of potential, keep up the good work
Thanks for the kind words! You got a great game too, by the way, loved it!
The game in my opinion was kinda easy, the first couple of levels had me thinking, then it was just straight forward almost literally, The graphics and cool gameplay were a sight to behold, I also loved the sound effects! Great game dude!
Thank you for your kind words! That levels are easier after a few levels isn't true, but due to me not implementing a punishment system for not using all available bounces makes it like that if you don't follow the objective. Simply put, that is my bad and bad design.
However, I challenge you to try again, but now try to always use all available bounces as shown in the top of the game :) Let me know!
That would be a challenge to use all bounces, still good game broske! hope you could check out mine!
this was really cool and refreshing however, some of the solutions were too easy, it might have been good to make some solid platforms that couldn't be deactivated. other than that original idea! me like!
Thank you!
Very nice!I like the idea and I liked the post processing
Thanks!
A very good concept! and the visuals are great!
<3 Thanks!
Criticism - The difference between the highlighted and unhighlighted walls was very minimal, making it hard to tell them apart. To fix this maybe you could make the highlighted ones a different color. Also, the importance of not having many bounces didn't come into play that much for me as I got more at every flag and completed most levels in a small amount of bounces.
Support - The visual style is very nice, I liked the post processing. The concept is also very innovative, I just think it would need a bit more tweaking to make the theme feel more relevant to the gameplay. I also liked that you could turn on and off walls mid play which allowed for more fun paths.
That is some fantastic feedback! Much for me to go on for the next update, likely it's last too, but I do plan on adding some more tile types to spice up the gameplay. Although technically there was a punishment implemented for not using all the bounces it was easily circumvented in ways I had never thought off...shows how important playtesting is, right? Anyhow, it was my first game jam and am quite happy with the fact that I got something finished.
The (de)activation of walls mid-play is actually not intended, however, since you and an other user both really liked this I will investigate whether it can have a place within the game. The problem right now is that you could technically just loop until you have x bounces left and then take an easy route. Although it was intended for players to find alternate solutions, this is not how that was supposed to be done. But, as I said, I will try and see if I can make it fit within my design. Could you please elaborate on the "allowed for more fun paths." part, as I want to know what made it more fun :) Thanks!
Very solid entry.
Seems simple, but really requires a lot of thought to get the amount of bounces.
I missed a bit being punished for not using all the bounces, as it's much more fun to find all of them. Maybe score system would work well out there. Making perfect rounds where you use all your bounces would give more points etc, as I didn't really feel like it changed much while I was just using 1 bounce per lvl.
Art style is simplistic, but very good. I liked how you used postprocessing. Maybe it would be good to add some juice to it (
). Like screen shakes or some little particles on ball collision. It might add a lot of depth to the game.Anyway, I had a lot of fun playing it, so thanks a lot :)
Yeah, although a punishment was technically in place it had much less of an impact than I had anticipated. Maybe I will add a score system indeed, as to not rule out finding alternate paths, but this needs some thought. Same goes with being able to (de)activate walls after the ball was shot. People seemed to like that, too, even though it was not an intended feature. Again, needs more thought. I am likely to give it one more update adding more levels, improving the sounds and music (admittedly they were made within 15 minutes..., they were not great to put it softly), and visual effects like bouncing on a wall or reaching the finish.
Anyhow, great feedback and thank you for playing!
Hi! I really enjoyed the concept of this game. Some of the levels near the end felt more tedious than like solving an interesting puzzle. I also used a trick where I would turn walls on and off while the ball was moving, which was fun. Hopefully that was intentional because it allowed for some really cool tricks. I also wish there was a way that I could replay levels after completing them to get a perfect score. Thank you!
Levels being tedious is something that I heard from others too, however, I am unsure where the problem originates from. I feel like having a button to quickly deactivate all walls, maybe a little help tool for how many bounces you have now or a small prediction line might decrease the tediousness of these levels. Let me know whether you think that would help for you, or whether you think the problem lies somewhere else.
The (de)activation of walls after shooting actually wasn't an intended feature, but you were not the only one who liked it! Although I really have to put some thought into how I could incorporate it as a feature without making the solving process to easy (continuous loop until having 2 bounces left to reach the finish, for example).
Replay function was planned but, sadly, I was unable to get it properly functioning as I had to address more urgent issues. That being said, I do plan to give it an update adding more content such as levels and tile types, more quality of life improvements and bug fixes (that darn ball not colliding with the finish -_-).
Regardless, thank you for your invaluable feedback and of course for playing my little game!
Really interesting game. It got my brain to work lol. Liked the concept. Good work!
Thank you!
Loved it!!! Really nice game
Thank you!
Nice game! Love the retro look. The explanation at the beginning confused me a little, specially because “bounce” is used to refer the points and the tiles “walls”.
Good work!
I see, thank you. Indeed, the introduction text should have received some more love. It is good to hear about confusing terms and I will work on more clear terminology, and see to removing the screen distortion for the text. Hope you enjoyed it nonetheless, and thank you for the invaluable feedback <3
Simple mechanic-Plays very well. Some more impactful music and sound effects would be good (eg finishing a level.) I love the aesthetic, post-processing looks great, and even better the fact that it applies to the mouse! The UI wraps but apart from that, the UI plays a small role anyway so that's not a big deal!
I like how the player gets to set their own difficulty (in terms of the amount of bounces they do it in.) The score could maybe impact the gameplay itself though. The transitions between levels were really clean and polished, and I really like how the next level starts from where the last ended.
Overall, great game, fun and has a lot of potential!
Thank you so much! Great feedback for me to act on and see where I want to take this concept. Although the amount of bounces do matter to some degree (some levels are impossible without enough bounces), I indeed should look into making sure it has a bigger impact so you are more considerate of going for all the bounces instead. Again, thanks for your time, it is very much appreciated!
Nice and simple. Very clearly presented
Thank you!