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I like the idea of a japanese variety show, and you nailed the look. if your going to limit what targets are interactable at the start, make some way of knowing it is so people aren't spending minutes loading and aiming at something they cant hit yet. otherwise I like the idea of a more difficult control scheme

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Yeah, if I make a post jam version, I'd probably add a damped hit sound for whenever you hit a target that's too big and has more health, it's a little tricky because I wanted both finding smaller targets and shooting a big one multiple times to be valid strategies.

Curious, did you try shooting targets that were not the correct ball color? I imagined that situation being something players may not realize initially, and getting no feedback from hitting those targets possibly helps, but I'm not sure if I'm doing enough in gameplay to communicate that.

yeah, I had no idea ball color was a part of it. If you do make a post jam ver. make some levels that kind of build the interactions one by one so people can tell what they can and can't do. The ideas are cool, they just need to be introduced in an obvious and accessible way

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Yeah! The plan is to add a proper tutorial where players get to see what the game plays like if you have a few upgrades under your belt, kinda to entice players into wanting to play more and explain stuff like that properly. 

Thanks for playing :3