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There are some very nasty "bugs" hidden in the unity physics engine that I had to greatly work around. For example does unity interpret shallow impact angles as "contact" which results in a slide. The physics material is a 100% elastic bounce but it still happens from time to time. I wrote some detection to try and avoid it but I think that I may need to implement the actual bounce myself and not rely on physics but use triggers instead. The paddle does this due to the fact that this behavior made it unplayable.
You're pointing at a really interesting aspect of the development of this title ^^
For the shallow ball angle, that's most likely user induced because I don't convey the mechanics of the paddle properly. You see, the velocity of the paddle and the previous angle of the ball determines the exit angle. Due to this you have to move the paddle in the direction you want the ball to bounce. I noticed that this allows a lot more trick shots (when you know that this is the actual mechanic) but I also noticed that it confuses players a lot when this is not communicated. Better communication job next time xP

I'm glad you like the overall concept, thank you very much ^^