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PlaceIn's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #744 | 3.955 | 3.955 |
Overall | #861 | 3.682 | 3.682 |
Enjoyment | #1103 | 3.409 | 3.409 |
Creativity | #1174 | 3.682 | 3.682 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
It's a Breakout game. However, instead of controlling the paddle (is it called paddle?) you're placing the blocks in order to protect the Core Block from the super evil balls!
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
This one kept me locked in for a long while. It was really fun figuring out how to strategize placing the blocks and defending the center.
Art 💯 Good job !!
Love the art
(I’m comparing to our take on reverse Arcanoid, huh)
Nice art-style, but lack of different blocks and not giving time to decide on upgrades feels tough
You can use the core upgrade to unlock new blocks to place so players have some kind of progression. I personally feel like 30 seconds to decide for an upgrade (+ I think it was 5 or 10% more after each upgrade) is enough to decide. You can also always stop time by dragging a block if that's not enough in some cases ^-^
artstyle is cute as hell im a big fan, i tried to make my art cute in my game but i had no timeeee
Pretty fun idea, and apparently pretty addictive! Artwork is really good, too. Watched my girlfriend play this up until 12500 points until she got too exhausted to keep playing.
It’s sort of weird how this game has a sort of reverse difficulty curve: While the enemy doesn’t really get any stronger, upgrading core tier levels makes defending your core so much easier. Also took a long time for that first core tier update to show up, not sure if that was intended? Also, in the end, gold production was so high that money wasn’t even relevant in any way.
Also, the different block shapes didn’t seem to have a huge impact on gameplay? Maybe I’m mistaken, though. I would have liked to see different kinds of blocks earlier in the game.
UI-wise, dragging blocks all across the screen was not the most fun thing, I think you could find a better way to handle that.
The reason I’m criticising this so much is that I think it really has potential, though! Even though it took like 20 minutes, I had a lot of fun watching my girlfriend fight for her core’s life and even formed an emotional bond with that cute little beating heart. With some rebalancing, I think this could turn into a really cool little game!
Totally agree on the balaning thing. There was absolutely no time left for much testing and balancing in this short amount of time unfortunately >.< Maybe I'll come back to this when updates are allowed again (maybe? More like very likely lol)
I love this idea, so much so that my entry is also a reverse breakout game. The art style is great though, reminds me of Yoshi's Island. Really well done!
I really like this concept! Love the pixel art but I wish there was a little more variety with the blocks/maybe blocks with different abilities (like two hit or hazardous to the ball). Very fun to play and definitely anxious when I'm running out of blocks haha
Thanks!
But there are blocks with for example two hits o: You need to upgrade the core to unlock new blocks to appear
Pretty fun game!
This was such a cool idea! I really love the concept and wish it had some sort of difficulty curve. Also making the mouse a bit bigger in a game where you only use the mouse is a good thing to do. Very very cool submission, crazy that the first submission i rate was this interesting!
Thanks!
The small mouse is "just" a problem in the web version. No idea why but now it's there LUL
Ah, well, it was a great game none the less, gw
"such a cool idea" - do you hear him, X? That are MY credits!