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A jam submission

Peggle DefenseView game page

Defend bouncy attacks and maximize air time for your economy. Apples: 10g/sec, Slime: 1g/sec
Submitted by askebv — 1 hour, 1 minute before the deadline
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Peggle Defense's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#18513.4593.459
Overall#18973.2883.288
Enjoyment#19543.0813.081
Presentation#20373.3243.324

Ranked from 37 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 peggle/pinball but you're trying to defend the attacks. In my mind, the original Peggle/pinball had the sword/ball be a destructive oppressor/predator happily destroying whatever he pleases for their amusement, and then now you're shown the other side, that the pins actually care what happens to them. With my assets, time and lack of experience, I had difficulty illustrating that storyline in time though, and had to focus on functionality and basic gameplay.

Did your team create the vast majority of the art during the 48 hours?

No

We used pre-existing art

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

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Comments

Viewing comments 6 to 1 of 26 · Previous page · First page
Submitted(+1)

Needs a little bit more failure feedback, it kept going to Game Over in the 2nd level without understanding why since I did manage to keep the sword away. Took a while to figure out. Fun game otherwise!

Developer

Yeah, I wanted the money figure to do a basic animation (flash or shake) and play a simple sound when you didn't have enough, but it didn't make the cut unfortunately. Thanks so much for the feedback!

Submitted(+2)

Took me a bit to understand the mechanics,  and I'm still not sure about the winning condition. More feedback for the player would be good fot an easier entry into the game. Questions I asked myself were: How do I win a level? What's the differences between pin types? Why can't I place my pin (the answer was money)?

The gameplay felt smooth though, and overall it was a nice experience. 

Developer

Very understandable. Win conditions are to survive all the balls. I'd love some level transitions with displaying the level names too. Level 3 and 4 blended together though because of a major bug unfortunately (that took me 2 lines of code to fix, minutes after exporting. As for pins, I definitely agree that players need more information than the cost. Problem was that I tweaked what they did a lot, since I was trying to get them to do many more complicated things like having different bounciness, making the ball/sword confused and shooting randomly etc. but they didn't make the cut and then I made last minute adjustments and basically designed 3 levels in a few minutes - added a fourth one to make the last one easier (which - because of the bug of pins persisting - made level 4 much easier if you had many extra pins left).

This is my first jam, so next year I hope I'll have more time to do tutorial stuff and UX, with more experience.

Thanks for the feedback! It's comments like this that I feel are the real reward of trying out jams like this!

Submitted(+1)

I liked the mechanics and presentation, I do miss the general goal and how the roles are reversed, but that might just be me, I might need some context as I'm an elder millennial XD

I also found the controls either buggy or hard to understand in my part. Overall very creative and enjoyable and with nice visuals.

Developer(+1)

It's a reference to "Peggle" and instead of being someone shooting pins down to maximize points, you're trying to protect yourself from bouncy attacks. In my mind, the ball/sword was a dictator happily destroying whatever he pleases, and then now you're shown the other side, that the pins actually care what happens to them. I had difficulty illustrating that storyline in time though, and had to focus on functionality and basic gameplay.

I agree that the controls were hard. I broke the ability to click the buttons to select them last minute, and there were a few bugs still. Also, would love to have a "design phase" with different music, and have it impossible to start the first level without placing a pin or similar. And have animations and sounds that illustrate what you're supposed to do when stuck - and more UX stuff. All of that didn't make the cut, since this is my first game jam and I don't know how to do it yet, and didn't have time to research more.

Submitted(+1)

What a fun and cute concept! Very well done :D

Submitted

I’m a little confused with level 2, I do it fine, but then it restarts except I don’t have enough gold to place anything. What am I missing? As a peggle enjoyer I rly like the idea tho and the targetting system is pretty impressive for a first ever jam.

Developer (2 edits)

It's intentional but not very intuitive, I know. It's because you don't have enough money to buy another pin (which is possible to have if you experiment a bit). Ideally I'd have some audio/visual feedback that you were out of money to clue players in about this, but it didn't make the cut unfortunately.

Submitted(+1)

I enjoyed the game a lot, but when I reached level five I very much felt like I completed the level but got the gameover screen. Thank you for your game! A good execution of a simple and fun idea. I definetely had half a heart left on level five though. :)

Developer (2 edits)

@Rowlof Yeah, I didn't quite make it to the win screen (although completing it gets you to level 5, rather than level 4). There was a lot of things I really wanted to do of course. Thanks for playing and rating!

Viewing comments 6 to 1 of 26 · Previous page · First page