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Hey thank you for the feedback all of these are really valid and I wanted to reply sooner. I love the idea of being able to aim additional balls separately and I think I will 100% implement that. For the tech demo I really wanted to try and base it on a Ballz / Breakout style feel with the added “Roguelike” progression but its definitely lacking any balancing or meaningful completedness.

The game needs a lot more polish. My goal is to add a lot more brick varieties that behavior differently and I’m also thinking of predefined structures like tunnels or stairs that would hopefully encourage more strategic launching. I agree with the point of right now you just shoot the ball up and don’t have much reason to ever do anything else.

Dr Baby is a sort of meme with a friend of mine and all my mates talk about how it makes absolutely no sense. I love that its esoteric but I will definitely make the items more descriptive in the future. I do want a little bit of exploration with the items though. Think of how in Binding of Isaac you don’t even have a description of the item you’re picking up. You’re supposed to learn about the item on the first time picking up and then remember its qualities and effects in the future. A little bit of mystery is a good thing it means players won’t always pick the same things from the start hopefully.

(+1)

Your ideas are definitely nice, better than what I proposed. As for the descriptions, I thought it was just an error that you forgot to say what the item actually does but if you wanna intentionally keep it mysterious, that's actually an interesting design. The game is still early so yeah, but good luck.