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Coconut-bounce is a small satisfying game with looping gameplay.  This game is very simply yet effective in its design.  The score system and looping playability reminds me of an arcade game.  The game allows the player to use their mouse to move the coconut around the playing field to bounce the ball around the playing field.   The goal is to use this coconut to hit the ball so that it hits the coins.  These coins spawn in the playing field randomly and only last so  long.  This adds some unpredictability to the game. Additionally, there are enemies that try to shoot the coconut and end the game.   Each coin hit with the ball will earn the player a point.  When the player is hit by a projectile, the game will end, and the player will be asked to play again.   The verbs of the game are to hit(the ball) and to dodge(the bullets).  There is certainly a level of interplay between these simple components of the game.  The coconut interacts with the ball in that it is able to hit it.  The ball will bounce off the coconut and go in a trajectory at a constant velocity.  It is important that there is a constant velocity of the ball, as this allows the player to better predict where the ball will go.  Much like pool, the player can somewhat predict how the ball will bounce off the walls.  The more bounces, the harder it becomes to predict.  The ball interacts with the coins in that it gives the player score.   Notably, the coins don’t change the trajectory of the ball, they just disappear.  Another way the ball interacts with the playing field is in that it can be used to bounce the enemy blocks around that are trying to shoot at the coconut.  Having the high score constantly displayed adds to the playability of the game as the player is more likely to try to beat their high score or challenge others to beat their high score.  It’s interesting that the coconut is controlled by the mouse cursor as it adds a great deal of agility and maneuverability to the coconut.  Had the designer of used keyboard mappings to move the coconut it would be a totally different game and certainly more clunky feeling.  Additionally, this adds differing experiences based upon input devices.  I played the game with a laptop trackpad, making it pretty difficult to hit the ball effectively, whereas if I played with  a mouse, I would have a much greater deal of control.  The decision to use a found character(coconut) and a round ball also adds to the unpredictability of the trajectories.   Ball on ball bouncing can be difficult to predict, especially when both are moving at different velocities.  Hitting the enemy blocks, which are square, with the round ball is very satisfying.  The use of circles and squares allows the player to distinguish the enemy projectiles and bodies more easily.  Also, the delay of the coconut following the cursor forces the player to make predictions before moving their cursor knowing it will take a bit longer than real time.