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Very understandable. Win conditions are to survive all the balls. I'd love some level transitions with displaying the level names too. Level 3 and 4 blended together though because of a major bug unfortunately (that took me 2 lines of code to fix, minutes after exporting. As for pins, I definitely agree that players need more information than the cost. Problem was that I tweaked what they did a lot, since I was trying to get them to do many more complicated things like having different bounciness, making the ball/sword confused and shooting randomly etc. but they didn't make the cut and then I made last minute adjustments and basically designed 3 levels in a few minutes - added a fourth one to make the last one easier (which - because of the bug of pins persisting - made level 4 much easier if you had many extra pins left).

This is my first jam, so next year I hope I'll have more time to do tutorial stuff and UX, with more experience.

Thanks for the feedback! It's comments like this that I feel are the real reward of trying out jams like this!