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.