Well done! In just 48 hours a so polished game! I love the art style.
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Arkannoyed's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #28 | 4.672 | 4.672 |
Overall | #64 | 4.281 | 4.281 |
Enjoyment | #216 | 3.980 | 3.980 |
Creativity | #223 | 4.191 | 4.191 |
Ranked from 204 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
We reversed Arkanoid — now you defend the level from the Ball by placing various types of bricks around the Crown
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We created the vast majority of the music during the game jam
Comments
Cool art and creative gameplay! Check out ours too
Awesome game once you figure out the rules. Unique and fresh gameplay with an impressive art for 48 hours. I do not even know what to add here. The speed up felt kinda ugh, but fair considering its goal is to shorten the survivability of the player. I guess you could replace it with limited balls count or a finite amount of rounds per level.
Here is my attempt:
As others have said, fantastic gameplay and presentation. My headcannon is that the brick breaker is thinking the points are his when really they are yours
Super super super fun game! Visuals and audio were awesome but the gameplay made for really fun, chellenging but fair entertainment! Awesome!
I love the grabby hands animation. All of the visuals are very good. Great work!!
The game was really well presented and the way you guys fit the theme is very interesting. I just felt like the gameplay was a little random, sometimes the pad threw the ball one time and sometimes he did it 3 times.
I loved the game, the mechanics just need to be developed a bit more. Congratulations!
Sounds like you didn’t notice text in the left bottom corner :)
I agree, it’s not very noticeable and we have some problems with UI, had not much time for that. But the more ball rolling the more bricks you get. If it got back to paddle too fast, you won’t get bricks at all and end up with getting back to “place yourself” phase instantly
Really creative game! I hope yall carry this forward and continue to develop it more because I think it is definitely a genius start to a legitimately fun game. I could potentially see larger levels, multiple bad guys (paddles). Lots of other concepts could definitely be layered on top of this amazing foundation yall put together. Again, great work and very fun.
Very fun game, and very polished too! I like how you not only place the bricks, but you also get to place yourself which makes your actions more meaningful. Really enjoyed playing this one, top marks.
This game looks and feels amazing.
So polished, and the idea is great - exactly what the author intended with this jam. Super well done!
Fantastic aesthetics and good UI! I appreciate the predictor line being drawn on screen.
The concept is also really cool, but I think it would work even better if it was more fast-paced by limiting the time you have to place a block. Also, sometimes not being able to place a block because of level geometry was a little annoying. The variation in block types is pretty cool, though.
Probably could use some sort of difficulty scaling or something if you continue working on this after the jam, but pretty neat for what it is right now.
Thanks for the feedback! Do you have some thoughts on how we could've deepened the game? We thought rewarding player for longer ball rolling with more bricks and points in conjunction with online leaderboard would be the reason not to just place a brick in front of the ball for one ricochet., but there's definitely a room for improvement.
I guess I don't really care about high score leaderboards or anything. But I feel like if the rewards aren't really inherently fun then I'm not incentivized to get them, yknow. The fact that you can sacrifice score to block the ball yourself is a bit at odds with the game's goals I think because the scoreboard is subjective/optional. It's like having a game with a healthbar but instead of dying you just get to brag to your friends about how healthy you are. But to be honest, it wasn't clear to me that you got rewards for extra rolling when I just jumped in and played it. So maybe making that more clear could help. I think if I were making this I would try to add some kind of active component to the blocks as well, something you can control while the ball is moving to make it go longer. And ramp up the difficulty, the player usually gets many ball powerups like multiball and stuff that would make it more chaotic, so you should have to deal with all of that in reverse. But this kind of hits on an issue i feel a lot of jam games had with this years theme which is like, taking the reverse of a good idea almost inherently removes everything that made that idea good to begin with. And it's a struggle to figure out how to add the fun back in while still making sense with the theme. And because of that, a lot of people ended up making games that already exist just with a palette swap essentially. I thought last years theme was hard but from what I've seen this year so far, I think this is worse.
Anyway, your game looks nice, and plays well for what was intended, i.e. polished. So that's always something to be proud of in a jam.
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