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Thank you AISoKnown,


allright then i will at some QoL next :) I can fully understand if it "hinders the gameplay" and make players wanting to quit. 

- adding the game stage of course is pretty simple

- The trajectory is a bit difficult "since if i always plot the full path" certain levels might become too easy... but maybe i can show the "first ballon hit or somerhing" ... the problem are for example wind bombs... that "alter the location of tiles" so you can't really see  what a circular "tile" would hit now... and ballons can move out of the way etc. and the movement of a circular piece depends on what it hits.

- yeah i agree it can be annoying to always have to replace all tiles (so far you need all the weapons) (maybe i will add a small "weapon testing ground" so you can test out the action of newly aquired pieces live)  (so far every level is meant to "need all the weapons" (it's not easy to offer too many weapons and still make a level interesting... since weapons are quite powerful) but maybe this changes over time)

- yeah some sounds are easy to add

Regarding the balloon movement "normally if a ballon enters the edge of the board" a game over should be triggered - (since in the very first version, there was no difference between weapon fields vs balloon fields) the game over triggers when a ballon would leave the "edge of the board... but i agree" it should trigger one step earlier ... when a balloon just enters a "weapon placement field".

So thanks again... this is quite helpful - really apreciate your feedback!

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The trajectory is a bit difficult Regarding this general problem - I have encountered similar difficulties in my game since due to extremely complex interaction between various effects it is very difficult to show accurate “preview” of the action.

In my opinion, it is ok to show “partial preview”, especially if you can invent a simple rule for it. UI being helpful half of the time is still much better than never.

certain levels might become too easy…

I do not see this as a problem at all. The tools you already have in the game allow for creation of extremely complex levels (I would not be surprised if it is Turing-complete). So the need to manually track straight lines / count squares is not a “true” challenge, but just an annoying detail.

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I implemented now most of the QoL ... 

just how i handle "testing out weopon pieces I'm not sure yet..." on one hand I like to have a seperate testing area... (which you can ignore if you already know) on the other hand i don't want it to take too much space on the screen... because i want to add some dialog later...