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(+1)

It’s a fun and neat breaker-ball game and I would love to see more of it because it has a lot of potential. Some of the problems and suggestions I have are:

  • Although there is reset for the white ball if it is moving at a fairly horizontal angle, this reset moves the white ball up instead of applying an upward force and letting physics do the job. During my playthrough, when the white ball was stuck horizontally near the top of the screen, this reset will attempt to move the white ball up, but will be blocked by the top of the screen, and gets stuck there forever.
  • This aforementioned reset only applies to the white ball, which in my opinion should be applied to all balls.
  • When the level is near to its end and there are fewer blocks, it becomes increasingly difficult to line up the shots because of how precise you need to be. There needs to be some mechanic to:
    • show the reflected trajectory of the ball so its easier to line up shots, and/or
    • remove the mandatory requirement of destroying all blocks to proceed; e.g. the player only needs to destroy 80% of blocks and then they will be presented with the option to go to the next level via a button press or stay to challenge themselves for more points
  • Collision detection could use some improvements: for example, when moving the paddle to the ball at the last minute, sometimes it doesn’t collide properly and the ball goes through or moves in a unnatural way. Also, I think it would be a great feature if you manage to take into consideration that the impulsive movement of the paddle can be used to generate spin and power on the ball to make curved/fast shots, especially with a curved paddle. That will make this game extremely appealing and truly shine in my opinion.
  • Would love to see a 4x speed option.
  • Needs improvements on UI; they are scaled poorly on large screens.

Keep up the good work!

Wow! Thanks for all the feedback, I really appreciate it. I'll try to implement these improvements in the coming months of development.

I've actually made a few adjustments since the release of this demo that help resolve (or at least partially so) a couple of the issues above. If you're interested on what they are, DM me on Discord :)