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KennyMakesGames

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A member registered Nov 23, 2021 · View creator page →

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Hey, thanks for playing and for the feedback, and I totally see where you're coming from - it's an interesting discussion that I'll need to think on for a while. My gut reaction is that only a small amount of the content is actually available just now, however you are right in that the end goal is basically 'how big can I get my damage' so the changes between each run is somewhat limited to variations on that mechanic.

Most upgrades (or curses) fall into one of three categories - damage dealt, how easy it is to die and how often you trigger special attacks (which is really not that different from how much damage you do). I'm intentionally leaning into the Balatro or Peglin approach of trying to find near-broken combos being the 'core' part of the gameplay, but I also know I have nowhere near the depth of these games as of yet - and certainly not in the limited "1 table / 2 ball / 30 glyph" demo.

I also think the default easy difficulty might be too easy, since as long as you can keep the ball up then yeah it's basically just flip away somewhat mindlessly until you win. I'll maybe need to rebalance that a bit, or provide a better reason to play on higher difficulties as that's when the choices you make along the way start to actually matter. 

And I should maybe alter the description a bit so it doesn't promise the earth when in fact it's just a light-hearted pinball game with extra damage numbers...

Regardless, thank you for taking the time to write this, it's given me a lot to think about! :) 

thank you so much, this means a lot and I especially appreciate the tutorial getting some love I’ve changed it so many times :) thank you for playing!

Hey hey, thanks for playing yeah it might be a little bit too easy on easy mode, definitely a lot of balancing still to be done. I'm on it!

Well that's definitely not my favourite screenshot so far :) I'll take a look and see if I can get a repeat. If you're on Chrome you can right click the icon to the left of the url and select Site Settings -> Delete Data and it might reset the game data and let you back in, not a sure fix but might help while I identify the problem. Thanks for reporting and thanks for continuing to play even after that!

Hey, thanks for playing I'm glad it hit that nostalgia nerve, exactly what I was going for! I feel you on the aging reaction times though, will maybe slow the balls down a bit. Thanks!

Hey hey, it will indeed - here & Steam, with console ports in the pipeline as well sometime after

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¡Gracias!

🔥

Ah, clearly I’m not being clear enough! In short, complete 8 missions that are illuminated green to trigger Multiball (a Ritual), and if you unlock additional rituals by hitting the central Altar several times, the same applies for the respective colour of the unlocked Ritual. I will have a think on how to make this all a bit clearer. Thanks for playing though, glad to hear you had fun!

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hey thanks I’m glad to hear you enjoyed it! I’m all good for now thank you, but kind of you to offer!

Thank you for playing and thanks for the feedback! Really solid time too, well played!

As far as I’m aware there’s not a real table with a similar setup, but I’m fairly sure it could be done? Might be too much of a deviation from the traditional model for anyone to make one physically, virtual pins are probably the only way it would happen but would love to hear from anyone who knows more if that’s correct..

And yeah, the physics is currently set to a very high calculation rate so any lags can cause issues, but indeed this is a web-only issue as far as I’m aware. Lowering the quality settings usually addresses it as it’s most often the graphics/rendering that’s causing lag, but I’ll probably add a physics configuration in the settings menu at some point for extra control.

And I’m so glad to hear you liked the other parts of the game, a massive than you again for the kind words!

hey thank you so much for making this, the editing is so tight and the concisely delivered information is a really nice approach.


I’m so glad you enjoyed it, and the points about the shop and tutorial are heard loud and clear - I’ve been toying with the idea of removing the shop part of the tutorial altogether to get players into the game quicker, however that’d make the shop even MORE jarring when it triggers for the first time. For the shop, long ago I had it so that it required a button press to open, but a lot of players just don’t realise and went entire runs without any glyphs at all.

Theres probably a middle ground somewhere, I just can’t seem to find it! I’ll have a think. Thanks again for playing! 

hey hey thank you for playing! That’s so kind of you to offer, I’m all good for now but will def let you know if that changes in the near future!

awesome, thank you so much for the feedback and thanks for playing!!

Oh god this would be SO ace. I’d love to have dedicated support for vpins in general, it’s definitely a stretch goal if I get the time or the game does particularly well, but now I know BAM exists I’ll have to try and add support for it 😛

This is absolutely wonderful to hear, thank you so much for playing and for the kind words! Yeah the bouncing and other physics-related issues are a constant thorn in my side that I'm trying to improve on, will aim to get another pass in for the next update. Thanks!

Hey hey, awesome feedback thanks for all this! Will check and see what's going on with the controls, I think some residual 'flip both' input from a previous version might be kicking around, will take a look and see.

The post pause delay is a good shout, I'll try some different options and see what fits, slow-mo might be better but I worry folk could abuse it. There's already a slow-motion on store exit, and there should be one after each stage as well but will check they are triggering correctly... There's definitely not one setup for coming bac kfrom the bonus table though, good spot I'll get that sortd asap as well.

Thanks again!

please no need to apologise, thank you so much for confirming! Looking into it today, hopefully I can find out what's happening :)

by blocked do you mean it gets stuck in the up position? If so, yeah that’s really not meant to happen! If a flipper button is pressed it should be up, otherwise it should be down, that’s all that should be happening and never anything else! I’ll take a look, thanks for reporting and thanks for playing

thanks for this, ngl I was hoping you were on a low end device so I could chalk it up to that but seeing the space station you’ve got setup here it’s clearly not that :) I’ll take a look but for now, I’d recommend the download version or Steam build as I suspect it’s related to web but will find out more. Thank you btw, this was a big ask and this info rules out so many things (DX11 being my next guess, but again, can see it’s not that) so I hugely appreciate it!

well now, that is quite something :) I literally have no idea where to even begin on this, have never seen anything like it but I’ll take a look! My first guess is a memory issue, would you mind sharing your specs? If you’re not comfortable sharing here, you can email me at Kenny.makes.games@gmail.com.

Thanks for reporting, I’m so sorry this happened! 

ah thanks for coming back! Yeah there’s been a fair few changes, I’m glad you liked them. Some more flipper physics changes are coming in the next update as well, alongside additional boss bumper mechanics and upgradable rituals. Should be out at some point in December!

thank you that’s so kind of you to say, I’m trying my best :) thanks for playing!

Yeah it’s a bit text heavy, there’s a lot of non-intuitive rules that you wouldn’t expect on a pinball table, but I will work on trying to reduce them or make them interactive instead of static text. Thank you, and thanks for playing! 

hey I’m so glad to hear you liked it, and also that information is coming across ok, was a bit of an issue a while back and something I’m still trying to improve. Yeah I think I’ll do what I suggested to foxi and go ahead with a simple Practice mode for each table, infinite balls, no damage or score and you can play around and get used to each table - a lot of people seem to enjoy pinball despite stating they’re not very good so this might help with that maybe. And thanks for playing!

Cool, yeah I think it should be an easy enough add, will stick it on the list. Thanks! 

ha, thanks! but also made me think, would it be beneficial to have a Practice option? No score, no damage, just to play around?

Hey thanks so much for reporting, I got it patched in the update that came out today, thank you!

Shhhh :) hahaha good find and thanks for reporting, this will be getting patched asap!

Ahhh, ok good spot - I recently added directional nudging with arrows as it was being heavily requested, but yeah if you rebind into those for anything else it'll overlap. I'll fix that in a future patch, but for now yeah sorry might be best to use any other keys for flippers, sorry. Thank you so much for letting me know, I don't think I'd ever have known that was happening otherwise!

Awesome, I'm so glad you enjoyed it and I'm impressed you won on the first run, well played!

Hey, thank you for playing! Interesting points, thanks for raising them 

- I'll try and add some clarity around the mission icons, agree it's probably really confusing at first so will try swap the mission icons for the Rituals they'll progress and see how that looks.

- definitely a bug, I'll take a look

- also a bug, will fix

- ha, this is the multiball paradox I find myself in right now, it's too easy to repeatedly trigger for some but for others it's a negative. I'll have a think about what the options are and look for something that keeps everyone happy if I can!

Thank you!

Yeah agreed, I've been thinking about this and realise I might have been making things way more complicated than they need to be - each mission having an icon and the icon of which mission to hit shown on the ritual - when it really could just be the icon of the ritual shown over any active mission. I'll try it out and see how it feels.

I'll have a think about multiball, although I'm not against the idea of being able to trigger it repeatedly and have absolute carnage on the go, especially if you make a build tailored towards doing exactly that. Some players find it a negative, given that the bottom blockers tend to take a pounding when it's active, yet with a bit of skill yeah it can snowball into basically an instant win by triggering all the other rituals much easier. It's a tough one to balance, I'll play around a bit but if you have any ideas I'm always open to suggestions!

Also, huge thanks for the feedback and for playing! 

that’s very kind of you to say so, thank you!

Well didn’t that just give me all the feels! Thank you for playing, your kind words, your optimism and all the encouragement I could need to keep going :) have fun!

haha yeah 4th table is still greybox WIP so not great for showing off just yet :) tables 2 and 3 are also both getting an update form what you can see in the screenshots, I’m still a few months away from release and getting the other tables up to scratch is my current focus

Thanks! And thank you for playing!

Thank you, and please do! :) 

Haha yeah I love the slightly creepy following eyes as well, my favourite part :) 

Theres a whole bunch of new visuals and bug fixes out as of last nights patch so if you get a chance please let me know if these are hitting the right spot for you!