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(+1)

I'm convinced this game will just never be for me, and that's ok. By which I mean, I find the central gameplay loop to be frustrating in itself for reasons I think I mentioned last phase (ball stops doing damage after touching a wall, feels finicky to control in tight situations, etc). It's a combination of little things that, combined with escalating difficulty (and my own memories of how similar weapons, like the disk in Tron 2.0, typically work), absolutely drives me insane from the options I want to have available and don't. I'm skipping most of my other feedback then and only mentioning what I liked, cause everything else I've seen seems perfectly fine for the existing design.


>What was your favorite moment or aspect?

I like the added color changing for when the orb is active as a weapon, and the push-your-luck aspect communicated by leaving the orb out without recalling it and letting the color change further. Not sure if the push your luck element was in earlier builds, but I can definitely tell now.

(+1)

Thanks for playing! Yeah, I can definitely see how it can be frustrating and I'm continuing to work on improving it.

I'm glad you noticed it! It was in the previous build too, but I don't think I communicated it that clearly so I added more visual feedback. I wanted to incentivize making plans/plays around how the orb is bouncing around rather than the player always pulling the orb for the perfect angle.