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hey thank you so much for making this, the editing is so tight and the concisely delivered information is a really nice approach.


I’m so glad you enjoyed it, and the points about the shop and tutorial are heard loud and clear - I’ve been toying with the idea of removing the shop part of the tutorial altogether to get players into the game quicker, however that’d make the shop even MORE jarring when it triggers for the first time. For the shop, long ago I had it so that it required a button press to open, but a lot of players just don’t realise and went entire runs without any glyphs at all.

Theres probably a middle ground somewhere, I just can’t seem to find it! I’ll have a think. Thanks again for playing! 

I agree that players should be allowed to decide for themselves when to open the shop without requiring a 'skill check'.  The easiest way would be to A) notice when the player has captured the ball for three seconds, B) pop up a notice saying "Open shop?  Hold paddle button." (or w/e) under the other paddle, and C) open the shop if the player flips the other paddle while the ball is captured.  

Upon leaving the shop, the flipper--and, thus, the ball--should only be released when the button is released, even if the player isn't currently holding the button down.  This will set the game back to the state it was in just before the player chose to enter the shop, without moving the game forward if the player isn't already holding the button down.  (If a multiball event is occurring, also hold the other balls in place until the player releases the captured ball.)