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Sekibanki Danmaku Breakout's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #23 | 3.667 | 3.667 |
Gameplay | #32 | 3.067 | 3.067 |
Challenge | #35 | 2.900 | 2.900 |
Use of Theme | #35 | 2.733 | 2.733 |
Concept | #36 | 3.533 | 3.533 |
Overall | #37 | 3.000 | 3.000 |
Audio | #44 | 2.200 | 2.200 |
Story/Writing | #47 | 1.533 | 1.533 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Hunt The Past
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Comments
Well not bad but not enjoyable enough of a game right now. :/
The main gripe I've got with this game is the lack of control over the "ball" (referred to from now on as the "Head") coupled with the weird Head's bouncing physics.
The Head tends to have really weird and unexpected bouncing angles against the various blocks (and walls?!). And because of this, somehow, more often than not the Head tends to stay in one general area for an ungodly amount of time before finally going to other untouched areas (and maybe stay there for a while too).
On top of that, the paddle doesn't influence at all the Head's direction. In classical Breakout games you can use the paddle to directly influence the ball's rebounding direction and that allows the player to have some control over what would otherwise be a simple game of waiting. So yes, the paddle in here just isn't playing a great role, and this game is currently a glorified waiting simulator.
The graphics though were cool. And also I've noticed there's a visible hitbox on the player? Does that mean enemy bullets were planned? That sounds exciting. If you're continuing to work on this, don't forget to make the paddle viable.
I had to fast-forward the waiting parts for viewing pleasure but still I've featured this game in my showcase video:
https://youtu.be/bFHWSZ1BOBw?t=9388
The sprites are very nice on this! Love the concept, too. And even without music, the sound effects kept things feeling active. The physics do feel a little wonky though, and I'd suggest reducing level times by rebalancing some things like eye health and block placements.
omg, I had a really bad time because of the hitbox placement, the head never goes where I want and it bounces very weird on any given angle, I really like this kind of games, but the gameplay needs improvement, graphics are excellent and sound effects reminded me of Atari games, too bad this was kinda messy on the hitbox placement.
A fairly competent breakout game. The graphics and lack of music gave off a nice Halloween feeling. The gameplay is a bit on the easy side. I feel that the head should maintain some momentum when bouncing against the paddle, so that the speed and difficulty escalates during levels. The slow pace might be even more frustrating if one were to play it more seriously for score, since the combo counter counts down while the head is stuck bouncing around somewhere. Still, all in all it's a nice little jam game.
I got a score of 2254650
the head seems to sometimes bounce in a random direction but otherwise super cool, lots of stages and everything looks nice
ended up with a score of 1218450
A very fun and cute Breakout game for sure. I got myself stuck in basically an infinite and had to pull some risky stunt to get out of it, but that's a problem I have in regular Breakout too so if anything that's realism at work
It's an endearing little bouncer game, with good art and sound effects. Though it's not really that original (or really fitting to the concept) but it's alright.
Have a good one man.
Great sprite work! I like how the game looks. I agree with Cathulhu here that the visibility of Seibanki's head is a bit hard to distinguish against the background and with Mystialic that the head has some weird bounces (especially when coming down from the top trying to get into the eye's chamber in the first level). Still, it's a solid Breakout implementation. Grats!
Sometimes, the bouncing angles of the ball (head) are a bit unexpected. Thought, I like the color palette and the meditative experience from this game.
yeah it definitely need more adjustment, due to the ball original bounce moving in a rigid movement, it easily could get stuck in some corner. because of lack of time during jam the only solution i have back then is to put some kind of randomness to the ball bounce so it won't get stuck. but it kind making it a bit to unpredictable most of the time.
Nice little game. I really liked the idea of Sekibanki breakout, and as a result the game instantly caught my eye. Only thing I could point out is that the visuals, while beautiful in style, could've been more clear and "responsive" so to speak (the eye could've had an animation when it gets hit).
Great job!
sadly because of lack of time i can't quite make the animation impactfull during the jam, but i definitely would make it more better on post jam version. as well making the sprite more visible.