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A jam submission

Poly BreakView game page

Polygonal breakout with realistically modelled collisions and bouncing.
Submitted by MCgames — 25 minutes, 18 seconds before the deadline
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Poly Break's itch.io page

Results

CriteriaRankScore*Raw Score
Legitimacy (score low for jam-spam, high for authentic "in the spirit" entry)#204.5634.563
Adherence (score low for poor theme implementation, high for sticking to theme)#224.2504.250
Impression (score low for unimpressive, high for impressive)#403.0003.000
Overall#453.5943.594
Originality (score low for unoriginal, high for original ideas)#582.5632.563

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

Submitted

Nice twist on the classic Breakout game to integrate the theme and shake up the mechanics. Also as frustratingly unforgiving as the classic 80s game were!

Submitted

I just learned about Pico-8 a few days ago. Cool to see an entry using it right after!

Submitted

nice game but weirdly ball stuck into the shape in one game, overall the game feels good with those sound effects, nice job .

Submitted(+1)

Nice work, and great to see a Pico-8 entry! Physics work well, and the intro screen is really nice. Well done :)

Developer(+1)

Thanks very much! Appreciate the comment.

Submitted (1 edit) (+1)

I love these games, well done, great fun, I also like the way the ball gets stuck and you can move it somewhere else, it was a nice touch.... and if its a bug... well it is a feature now right ;) 


Developer

thanks, appreciate the comment!

Submitted

You're welcome

Submitted(+1)

The game was fun. Liked the bug. Some collisions need work

Thanks for the play

Developer

Thanks for the comment Beebster - great feedback for how to improve the game - cheers!

Developer (1 edit)

Known bugs:
- if the ball hits the paddle while moving, it will go through the angled corners and bounce within the paddle until moved again! (try and keep the paddle still for the exact moment of impact)
Will need to be adjusted to a swept-algorithm or checking both last and current position of paddle per-frame, but I didn't have time remaining.