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A jam submission

PongunView game page

Pong but with guns!
Submitted by ch0ccyra1n, WeJared, GGWinns, James — 1 hour, 4 minutes before the deadline
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Pongun's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#12.5304.000
How well does this game fit the theme?#23.1625.000
Balancing/Playability#22.5304.000
Core Mechanics#21.2652.000
Graphics/Aesthetics#23.1625.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

What inspired you to create this game?
We wanted to make a game that was like pong, but with guns. This sport, if it did exist, would be illegal so I think it fits with the theme quite well.

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Comments

🎮 Game Design & Gameplay

1.       Was the game easy to understand and pick up quickly?

 The game is a get up and go game, The control schemes need some discovery to understand versus a tutorial showing/telling the controls

2.      How engaging was the core gameplay loop?

 with its fast past, "right into the game" style, its easy to get hooked and ready for another round. It needs longer rounds.

3.      Did the game mechanics feel balanced and fair?

 Due to the time frame the balance is solid but needs improvement and polish. The tuning and numbers of "Turn speed", Speed itself, ball speed, and time frames along with collision it all needs some polish, but no matter what it works! 

4.      Was there a clear goal or objective?

 With the lay out of the game/scene/arena, itself explanatory. The score board is clear and readable, and the update of the score board is quick. 

5.      What part of the gameplay stood out the most to you?

 Art style & Game Theme

đź§  Creativity & Originality

6.      What made this game unique or different from others?

 The blend of the Classic Pong, and the projectile collision and physics add this new way of play for the Game of Pong. So it is true Pong with a twist 

7.      How well did the game align with the jam’s theme?

 Its theme was clear and well enough of a sport to not be legal 

8.      Were there any surprising or clever design choices?

 The blend of mechanics and atheistic of the game was appealing. 

🎨 Art & Aesthetics

9.      How would you describe the visual style?

 Gritty and ornate. Unique! 

10. Did the art and animation feel consistent with the tone of the game?

 Due to the consistency of having a single artist, the art is consistent. 

11. What visual moments or effects stood out?

 The swivel of the Gun is unique verses having it stagnet and stiff. 

🔊 Audio & Sound

12. How did the music and sound effects impact the experience?

 Chill audio, nothing that particularly stand out but fits gameplay and style

13. Was there a moment where the audio especially enhanced gameplay?

 The gun effect/ SFX was effective and cohesive. 

đź§­ User Experience (UX) & Polish

14. Was the game intuitive to control and navigate?

 The controls could use a little work to edit speed and add other drag variables, along with a few collision bugs on the pong ball.

15. Did you encounter any bugs or confusing moments?

 The Ball collision versus the bullet collision has some bugs that mess with the movement of the ball and direction/velocity

16. How complete did the game feel overall?

 The game had a solid game loop and was able to "Rinse and Repeat" with a solid reliability. The skill gap is there with the ability to improve and extend game time as you get better. 

đź’¬ Feedback & Reflection

17. What’s one thing that could improve the game?

 Fix small bugs, collision detection. Tweak speed and variables to improve movement/feel 

18. What’s one thing you really liked, and think should stay as-is?

 The engagement of a familiar game with new mechanics and systems. 

19. Would you play this game again or recommend it?

 I would play it again; it's a nice party game. 

20. How did this game make you feel?

competitive and compelled. 

Jeffrey Jakubenas 

(1 edit)


🎮 Game Design & Gameplay

1.       Was the game easy to understand and pick up quickly?

 Yes

2.      How engaging was the core gameplay loop?

 Couch co-op seems to help a lot as you’re interacting with another live player

3.      Did the game mechanics feel balanced and fair?

 I would only say that there should be more points required to win, because the game felt short starting out.

4.      Was there a clear goal or objective?

 Yes, once I played one round it made sense how to gain points

5.      What part of the gameplay stood out the most to you?

 I liked how eating bullets gained you points, which created an interesting balance of shooting and moving

đź§  Creativity & Originality

6.      What made this game unique or different from others?

 

7.      How well did the game align with the jam’s theme?

 Pretty well, it was very much a sport

8.      Were there any surprising or clever design choices?

 

🎨 Art & Aesthetics

9.      How would you describe the visual style?

 As Jake pointed out, it's like a Coolmath Game. Very clean and easy to understand, and stylized

10. Did the art and animation feel consistent with the tone of the game?

 Yes

11. What visual moments or effects stood out?

 I really liked the logo at the beginning

🔊 Audio & Sound

12. How did the music and sound effects impact the experience?

 I liked it, the guitar fit with the realistic textures and had a playful feel to it

13. Was there a moment where the audio especially enhanced gameplay?

 

đź§­ User Experience (UX) & Polish

14. Was the game intuitive to control and navigate?

 Yes, especially after playing a roudn

15. Did you encounter any bugs or confusing moments?

 Not in my testing

16. How complete did the game feel overall?

 Pretty complete

đź’¬ Feedback & Reflection

17. What’s one thing that could improve the game?

 The ball could go faster as the game goes on, or add other variables to shake up the gameplay loop

18. What’s one thing you really liked and think should stay as-is?

 I like how the core of the point system worked, it was balanced

19. Would you play this game again or recommend it?

 Yes, I can see myself playing it more to master parts of the game and get better at it 

20. How did this game make you feel?

Like I was juggling a lot of stuff at once but in a good way


Submitted

2. How engaging was the core gameplay loop?

It was pretty good! I think that there needs to be more variation round to round or a timer that adds pressure and craziness as the game goes on.

7. How well did the game align with the jam’s theme?

I think the game fits the theme well as guns don’t exist in real pong.  Not much else to say.

10. Did the art and animation feel consistent with the tone of the game?

I think the art style was the most cohesive part of the game. I noticed that there were some assets made by more than one artist, and the combination of styles was almost unnoticeable.

13. Was there a moment where the audio especially enhanced gameplay?

The bullets sound added stimulation to the game which made it more intense.

15. Did you encounter any bugs or confusing moments? The hitboxes on the bullets was janky and sometime it went through the edges of the ball.

17.  What’s one thing that could improve the game?

I think tuning the movement speed of the bullets and player should be adjusted based on how long the game has been going on. Also make a visual for the bullet moving to help add visual pressure. Maybe some bullets move at different speeds. (Take a look at galaga for an example). 

🎮 Game Design & Gameplay

1.       Was the game easy to understand and pick up quickly?

 Yeah, very simple!

2.      How engaging was the core gameplay loop?

 It was very simple and strong in itself, however, the little variety can make multiple games stale.

3.      Did the game mechanics feel balanced and fair?

 Yes very balanced, as it is a player vs player game it is even on both sides.

4.      Was there a clear goal or objective?

 Yes, the score helps that out!

5.      What part of the gameplay stood out the most to you?

 Distinct, simple art style helped communicate the darker theme well!

đź§  Creativity & Originality

6.      What made this game unique or different from others?

 It had a grungy art style, which was unique for a “sport” game.

7.      How well did the game align with the jam’s theme?

 Very clear connection to it being a sport because of its “pong” like resemblance, spot on!

8.      Were there any surprising or clever design choices?

 The pong being a giant metal ball added an interesting/surprising turn given the situation.

🎨 Art & Aesthetics

9.      How would you describe the visual style?

 Grungy but also simple

10. Did the art and animation feel consistent with the tone of the game?

 Yeah

11. What visual moments or effects stood out?

None necessarily tbh

 

🔊 Audio & Sound

12. How did the music and sound effects impact the experience?

 The sound and audio in the game was the only clear things that felt wrong. The music did not match the rest of the style and felt out of place. Also, the gun sound effects could have been mixed differently to provide a variety of sounds rather than just the same.

13. Was there a moment where the audio especially enhanced gameplay?

 The gunshot is, primary sound you hear throughout the game.

đź§­ User Experience (UX) & Polish

14. Was the game intuitive to control and navigate?

 Slightly, the use of side movement (left and right) not translating to the player’s actual movement, in which they move left and right.

15. Did you encounter any bugs or confusing moments?

 Refer to above.

16. How complete did the game feel overall?

 The core loop is fine but having an opening and ending moment would have felt alot more polished.

đź’¬ Feedback & Reflection

17. What’s one thing that could improve the game?

 Music change, opening countdown, winner display

18. What’s one thing you really liked and think should stay as-is?

 The guns and giant metal ball

19. Would you play this game again or recommend it?

 Sure fun and simple

20. How did this game make you feel?

Fun!