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Michael Martin

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A member registered Sep 05, 2022 · View creator page →

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The game has very consistent and satisfying theming, with the music complementing the woodland aesthetic very well. The font used also contributes to the sense of calm, rural mystery, which I really enjoy. In addition, the game is also displayed and organized cleanly, ensuring that the player can understand what to do at any point. Everything is clear, stylish, and easy to read, especially because of the reduced saturation of the background. However, to click on the button, I had to move my mouse above where it actually was. I am unsure if this is a positioning error or if the fortune text is covering the button's collision box. Also, the voice clips that play with each fortune are inconsistent in volume, "No" is read by a completely different voice, and "Maybe" has no audio at all, which I assume is an error.

Firstly, I really enjoyed the music from this game. I find it to be very atmospheric, inviting, and it strikes a great balance between relaxing and engaging. It's a song that someone could listen to when resting or completing work and still feel like it complements the situation. Also, utilizing sound effects from Super Mario Galaxy was a smart and appropriate decision. Both games emphasize wondrous themes and a space setting, and the sounds chosen work well for collecting good and bad objects. However, I noticed that upon triggering the victory condition by earning 10 points, the HUD says that the player needs 15 points to win. The catcher sprite is also very big, which reduces the size of the play area and makes the asset blurry. There also does not seem to be a lose condition, though I am unsure if this was an intentional move or not.

Firstly, the visual elements synergize well and create a humorous yet chilling atmosphere. I felt like I was trapped in a dark purgatory where Spamton forced me to play Breakout until the end of time. In addition, the existing components of Breakout were cleverly altered to implement the popular "Big Shot" meme. The ball being labeled as the shot was especially fitting, and they do not devalue the dark atmosphere in any way. However, I did notice issues with layout and function, like how the paddle was so far from the bottom of the screen that it made the area of play distractingly cramped. Despite the solid physics and fast paddle movement, I sometimes felt like I was running out of room. Also, I cleared all the blocks on two separate occasions and no victory fanfare appeared, but I am not sure if this was a true error or a deliberate decision, to put the player in an endless purgatory.

The first aspect of the game that came to my attention was the strong theming. Playing this 2D Pong game made me feel engaged in the world of Kirby, especially due to the background and music. It feels like it could genuinely be some sort of Halberd-themed minigame in a Kirby game. In addition, the implementation of King Dedede was very clever, thematically and mechanically. Casually obstructing Kirby as he bounces seems very characteristic of him, and the decision to make him a moving obstacle means that the game is evolving at every moment, and the player's strategy is constantly changing. The hammer paddles, while appropriate, have collision boxes that do not match their shape well. Bouncing Kirby with the handle leaves me unsure of how things play out every time, and I was inclined to play very carefully, so experimenting with custom collision may be useful. Also, finding some way to incorporate Meta Knight himself into the game would be interesting.

The main feature of the game, the growing ball, is a really captivating idea that I haven't seen anyone else do. Not only is it visually satisfying for the player, but it directly alters the gameplay when the ball changes size. I also liked how the game received minimal adjustments in other areas in order to emphasize the growth mechanic. The giant ball would be far less attention-grabbing if there were wholesale changes made to the visuals, controls, etc. However, the ball seems to gain speed extremely quickly - faster than in most other projects. This results in a short gameplay experience where player control means nothing once the ball reaches a certain speed, regardless of size. Giving the ball a much smaller initial size may remedy this problem.