Thanks! Trying to balance things ate a lot of time, and I still think the game falls be bit short there, as I feel it’s a bit too easy to block the balloon… As I explain in another comment, I think it can be at least partially solved by actually making it a two players game, but I’d have to make some modifications to make it so, and I really wanted to make a “solo-multiplayer” game ^^
qwack!
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Thanks! I left the button control as a hidden “accessibility” feature, and indeed you can boost non stop using it :-D The game ends if you die as the balloon before reaching the last point you managed to stop it with the blocks. While I made some effort trying to limit it, I agree it’s still a bit too easy to stop the balloon. And making it harder for the balloon just goes to make it even easier for the blocks. I thought about an actual two players mode where the balloon must go higher than the previous block, and starts increasing their score only after that point each game, and where the blocks must block the balloon before it’s previous height and scores as much points as the distance left to this height. This would work to have an actual game over condition in both phases, but then breaks the solo experience. The game still becomes faster and with more, larger blocks with less space between each block in the balloon phase so you should’nt be able to keep it going forever very long though.
Yep, I thinks I might have had to explain the rules within the game in a bit more detail. But it was getting reaaally late in my timezone and I had to submit what I had ‘^^ You actually don’t really have to aim specifically for the microphone and just blow (albeit maybe a bit hard) on the console for it to work. Note that I left an (undocumented) dev/accessibility feature that lets you inflate the balloon by simply pressing A.
Thanks! The balloon’s “AI” is… YOU! :-) In the blocking phase, your inputs (console tilt, button presses, microphone level) from the previous balloon phase are replayed in real time. At first I did the same for the blocks in the balloon phase (replay the crank angle change), but that was too messy because of the dissynchronization you get by going slower of faster with the balloon, so I chose to make the blocking phase simply change the blocks layout, so that you could have some “strategy”. In hindsight, it was maybe better with everything going haywire though ^^


