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The idea of a roguelike pinball machine is interesting and the setup is great, but the game could definitely use some polish. Like others have said, you'd be better off not locking the camera to the ball and having a view of the entire table. The minimap on the top right does help a little, but the main screen is to hectic for the player to properly focus. I saw in another comment that you originally wanted to have the player navigate a dungeon via pinball, and I have to say that while interesting, it might not be practical/fun. I'm reminded of how in the old space cadet pinball game you had to hit certain spots to trigger missions, and I always found it frustrating to accurately hit it. Navigating an entire dungeon via pinball might end up more frustrating than fun, though of course, that'd entirely depend on how it's implemented. 

There were also a couple of bugs that I noticed, such as the shop not working (clicking unlock doesn't do anything, and I didn't lose souls either), and one time the ball got launched off the table somehow and flew into infinity (it happened so fast that I didn't see where it exited). Speaking of the shop, there were items that hinted at a course editor system (that I assume didn't make it into the game due to time constraints). Maybe instead of a dungeon crawler you can expand on this instead. Something like: you start with a small pinball table with a few components, and you earn souls by playing on it, and use the souls to buy components in the shop. You then use the course editor to build your way up to a previously unreachable boss at the top of the table, and you fight the boss by hitting it with the ball/bouncing the ball off the components you placed. The skills/tilt mechanic can play well into this too. Just an idea! Whatever you decide to do, good work and keep it up!

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Thank you for your feedback. You know its interesting how playing a game can sort of be like archeology, revealing the changes and decisions that happen through out the development process. I say this because your suggestion about the game editor was exactly what we were going to do. The dungeon crawler developed into a level editor where you would be able to change elements of the playfield by purchasing them with souls and unlocking them from the shop. Part of this was the idea to add "boss rooms" where the player could add the boss battles as rooms in the playfield, sort of like a dungeon. Due to time constraints the editor never made it in in favor of overall pinball play which took longer than expected. This is why you see things like destructible elements and blueprints in the shop.

From my perspective I find it interesting that your unfiltered play through reveals decisions made at different steps of development that in a normal game development cycle would have hopefully been changed to match the new direction of the game, say moving the pinball camera to the normal high up perspective or foregoing the room idea in favor of just one pinball course.

Either way, the plan was going to be that you would start with a few elements, some would be locked until you progressed, then you would unlock them and add them to your playfield. In the end, there was no time to add the editor, so it was decided that it would be more fun to have a playfield built with all of the elements than an empty playfield with two or three elements and no way to unlock the more interesting stuff like the orbit.

Thank you again for your feedback. Where we go from here is determined by more play testing and trying out weird ideas until we find something thats fun, the editor? The dungeon crawl? Something entirely different? Either way, your comment shows you really cared to be observant of the game and while that means you caught all of the problems you also revealed so much about the intrinsic flaws in the game making decision process and how that process could be improved in future jams, which I think is infinitely valuable. 

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Glad to be of help! I totally get the issue of time constraints, especially in a game jam, and having to cut many features because of it. I've experienced it many times myself. Good luck with whatever you choose to do, and if you choose to continue Akuryo, I'm looking forward to see what you come up with!