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All super good feedback! Thanks!

That is an odd bug, it used to happen in early versions but I THOUGHT I'd fixed it, I'm gonna have to see if I can replicate it and debug it, thanks! :D

Oh wow, I didn't even think it worked on phone! I was planning to make an actual phone version (with better touch-screen aiming) in the future XD I guess I need to make it a higher priority if it's already working on mobile!

That is a really good call about potting the monsters not causing a turn to tick down! I'm actually kicking myself that I didn't think of that during development! Expect to see that in a future update (and you're going in the special thanks on the credits page for bringing such a good idea to my attention!)

I do wanna add more variation to gameplay (and the shop) in the full game, so I have been thinking of structure ideas as well as general power ups so I'll 100% be looking into this element further down the line! :D

Thanks for all the super useful feedback! I really appreciate it and hope you enjoy the future updates with this feedback being taken on board! ^_^

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Credits page, cool!

I just reached the shop and found another bug. Before the shop appears there is a ~1s window for the player to take another shot. If the player begins taking aim and the shop appears, then after the shop is closed the ball is automatically shot. If you buy an item then the ball is shot not where you were aiming previously but in the direction of the purchased item.

Have you thought about using different shapes for enemies. Maybe a boss that is a square, minions that are triangles. Maybe even an enemy that's too big to be scored and you need to do something to score it(a giant circle with a small weak spot which when hit reduces size, it could be a boss fight where you need to hit that weak spot multiple times).

Here's another idea, Maybe you can also have shields enemies with tiny shields which face you when your ball is still. Forcing you to make a bounce shot.

Oooh good catch, I'll see about stopping that 1 second window and addressing the item purchase shot thingy.

Bosses are something I do wanna include somehow in the campaign mode of the full game but not given them much thought yet as I wanted to get the proof of concept figured out first :D 

Ooooh that bounce shot idea is awesome too! I can't promise I'll be able to implement it as I'm kind of a newbie to programming, but I'll give it a shot! 

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Hey Man, Would you mind trying the game I just made?

I signed up to the GMTK Game Jam and made a game for it, its call "Stuck In Space". Id love to hear your thoughts on it.

Also, How's this Snookerton game coming along, what are you planning to work on?

And, How did you come with the name "Legend of Snookerton"?

Hey! Sure thing, I'll add it to my list of GMTK Jam games to check out, I actually took part in the Jam too (Loopy Larry) haha.

Snookerton has been on hold while I took a break and then for GMTK Jam but I'm hoping to go back to it soon, I need to figure out a full plan for the 1.0 version before I start or I fear I'll end up stuck in scope creep :)

Originally the game was gonna play much closer to Snooker, and I wanted a location in the game as I feel Legend of Hyrule would have made more sense than Legend of Zelda, so I added 'ton' to the end of Snooker to make it sound more like a place and BAM! Legend of Snookerton! :D 

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Sick, il check out your game