Play game
One Shot Pongquest's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #6 | 3.821 | 3.821 |
Overall | #7 | 3.893 | 3.893 |
Audio | #8 | 3.571 | 3.571 |
Gameplay | #8 | 3.714 | 3.714 |
Visuals | #9 | 3.964 | 3.964 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Number in team
1
Does your game include art/sound packs or pre-prepared code?
If yes, please provide the source of the packs used
Music:
https://opengameart.org/content/8-bit-level-music-mug-stage-sewer-pipes-underground
https://opengameart.org/content/8-bit-chiptune-lost-in-hyperspace
https://opengameart.org/content/8-bit-battle-loop
Sound:
https://dominik-braun.net/retro-sounds/
https://opengameart.org/content/512-sound-effects-8-bit-style
Please provide a link to the project source code.
https://github.com/TheTrueTashi/Pongquest
Please provide a link to a 30 seconds gameplay video of your game
https://youtu.be/jxGKgv072xw
Leave a comment
Log in with itch.io to leave a comment.
Comments
Really solid, everything fit together so neatly and the mechanics felt simple but really well-thought-out! A couple of times it was really tricky to dodge the fireball enemies and catch/hit the ball at the same time, but it's only a minor thing. Great job :D
Definitely a case where polish really shines, the consistent artwork and detail in the map both made it feel like more of a realized experience. It's a shame there weren't bear traps for the boss since that was the main tie-in to the theme but still fun and I enjoyed my time!
Thank you so much for your considerate feebdack! I had to leave the bear traps out, because there was a huge balancing issue which would have made the fight either way to easy or to inaccessible for every jam player, so I had to scrap the mechanic for the last fight. :)
Loved the effort you've put into this, really good looking game and great audio compliment. However, I don't feel the theme has really been implemented as you can bounce that one cannonball around until the stage is complete.
The graphic is really nice, I appreciate the pong inspired gameplay even tho the ball doesn't follow an acceptable criteria for its movement. The music is good too
As an old-school Pong player, I can really appreciate this one. I also like the incorporation of the 8-bit SFX. Nice work on the boss, although, maybe it was a bit too hard? Maybe it's just me. Good work on the pixel art as well. I like the Mario style maps as well, nice callback there.
Loving the art for this, particularly the map. Sadly I am no way near good enough to beat the first level... I assume that is just my lack of ability though!
Maybe I should make my games more accessible for everyone by implementing some kind of dynamic difficulty curve . you gave me something to think about. Still - thanks for playing!
I liked this a bunch. It was simple and interesting. I found the paddle contacts a little unpredictible and would have found it more satisfactory to really control the angle the ball would go in. Especially for the boss. Solid entry, well done
You're right - if I had any more time I would have made it possible for the player to control the trajectory while the ball is being grabbed. I*m not sure if it would count as polishing, or else I would implement it this week! Thanks for playing!
The polish is a funny one. I did fix some little bugs on day one, mostly they were created in the rush and not part of the actual gameplay so that felt fine to do. I have a few more jobs I am comfortable with for polish but there is so much I'd like to do that feel a bit of a stretch of the term polish. Those I will put on hold and publish after the judging I think. The paddle mechanic I would say is right on the edge of the term polish. It's subjective but I would be inclined to go for it if there is nothing else changed, you are just fixing something that already exists
You're right I guess, at least the collisions should be much more repsonsive and reliable, I can't wait until I have the time to get it to work.
I really enjoyed myself with this game! The music and sound effects complimented the game and the action happening perfectly, the art was really pleasing on the eyes and generally well made, and the game itself was challenging, but not in any way unfair. The health boosts you would often get partway through the level made up for how challenging it was to avoid enemy attacks sometimes (as it requires a lot of multitasking), and when I did end up losing, it didn't take me long to catch up to where I left off.
The final boss was also very fun. It took me a second to realize I could actually move the new paddles I was given, but once I worked it out I adapted quickly. Also, for some reason there was a bit of a bug, in that the first time I played against him he didn't fire off his bone attack. It was only when I replayed the stage that I realized he was supposed to have another attack. I'm not sure why that is, but I had fun nonetheless!
Excellent work!
Oh, I really appreciate your detailed comment, especially regarding the balancing aspect of the game! I actually wanted to add some more pick ups but had to leave everything out except the health pack, so it's great to have an outsiders perspective on it. The boss is completely randomized, he has three possible attacks at the start of the phase. Maybe a more reliable pattern would give me some more control to make the player experience more universal. Thank you so much for playing and taking the time to give me an insight in your experience!
Fun game! very addictive, could definitely see this played on mobile!
Okay, this one was really good! I completely love pixel art, and this one was great! So, so polished! Incredible sound, and very creative boss.
That was a lot of fun! I love how polished this feels, I can easily see a full game made out of this concept. Great art, great controls, great sound, amazing job!
Really nice game!
I am very impressed by how polished it is for a 7 day development period (A world map!).
A fun take on the pong/breakout formula that freshens it up with the addition of enemies and a 'health' system for the paddle. Visuals work really well and the impacts feel weighty and satisfying.
I hit an odd bug at some point where I lost my ball, but neither got a new one nor got a game over, though I played it a few times and only hit on it once. Might have just been unlucky.
All in all I enjoyed it a lot and could definitely see how the concept could easily be extended into a bigger game. Amazing job!
You know- I had so much in mind before ultimately scraping most of the content. Not only because of the deadline but because I had doubts about having everything beworking flawlessly and being polished. But the world map was one thing I didn't want to leave out - so thank you for noticing it!
Sounds like a weird bug, I also did encounter it once but didn't give it much attention, I should probably make a fail system around that going in the polishing stage. Thanks for telling me and playing the game!
This was a super fun and visually game, i really loved this creative take on pong, good job!
Super Fun! Nothing more to say other than I am waiting for the mobile version ;)
Wow this is really addictive! So frustrating (in a good way) when you get so close. Pretty good setup and I like the concept a lot. Well done – would be great as a phone platformer if you could implement controls some way. Music gets you in the zone too. Feeling pumped haha
I also thought about making an alternative imput method, but I think the artstyle doesn't translate as a mobile game too well. Thanks for the kind words, for real! It's great to get such a positive feedback after working solo on it for some time. :)
Great game! It was fun to play, though the way the ball bounces was confusing and a little unpredictable, was it because of the uneven bricks on the side?
Interesting to use the brick pong style, it lends itself well to the type of gameplay, I was surprised when I had to also dodge enemy projectiles. Being able to grab the ball and launch it accurately was great since I had no idea how to bounce the ball properly. It took me a while to realise what actually getting hit by projectiles does to me, turns out they make the paddle smaller.
I was really not expecting the last level to be in the style of a boss battle, that was pretty great! The checkpoint was really nice as well, having to manage the four sides was very much a `oh crap,` moment. The art style was quite cutesy and the audio was nice, it would've been nice if there was a sound effect for damaging the Bosses too. Great job on the game!
Wow, thanks a lot for actually giving me some detailed feedback on this, you're describing some important points to consider. The bouncing was caused by an animation error which I just found right about now. Maybe I'll also need some better indicators for the enemy attacks.
Haha, you know that's so great to hear - a majortity of the time I spend on this exact moment you described and it seems to be paying of. I read a lot of comments talking about the boss which honestly surprises me as I expected it to be more of a reward for the few patient players. I'm going to use the next few days to the fullest to polish it a bit more. Thanks again for your time!
i really enjoyed this
Very unique concept and well executed. The boss was challenging, but rewarding, however I feel as though it was missing some audio feedback when you hit the boss. Overall a really good job :)
Thanks man, yes, it sadly was because of time constraints, but at least I have the chance to polish it the next few days. I hope you had a few fun filled minutes. :)
A lot of fun, and especially rewarding when the boss goes down after minutes of trying.
Good job. :)
Last level was really tough and i have spent almost 10 minutes trying to win and i just couldn't stop playing :D Im impressed with artstyle and animations,best game i played so far :)
It's great to see positive feedback regarding the final stage, it was difficult to design and implement! Thank you so much for playing and leaving me such a kind comment. :)