It's well worth the $100, trust me. You will get your money back quickly from sales.
Anthony @ POW Games
Recent community posts
Always good to hear your feedback - my #1 fan, lol.
The more interest and sales the game gets, the more improvements I will make. 1.07 is coming soon; I'd like to hear what you think of it.
Good to see someone appreciates all the options and controller support.
I've fixed the sound panning in 1.01 - I hadn't tested it before rushing to submit for the jam. You say there's a lot of bugs? Can you list them please. If it's the guy sliding along walls, this is more a feature of the voxel physics, since there's no space for him to rotate or animate, he would be embedded in the rock. I can make him slide away from walls to give him room to animate / rotate in the future.
This is a good question. I also want to know if there's a way to dissable VAT for the Collected by itch.io mode? I'm in the UK and I'm not VAT registered; I'm not required to be (because I'm nowhere near the income threshold), so I don't have to charge VAT when I sell something.
^ Or, is VAT required because the sale is from itch.io, so they are VAT registered and required to charge VAT?
When I start earning £83,000+ a year, then I'll happily register for VAT as required, but I don't want to.
Hi again Mitchel, good to hear from you again. Very excited to learn you've made 60 of your own levels - I'd love to play them!
Elite level set, hard difficulty, and other additions were planned depending on demand. Sales are very very low, unfortunately. Only 14 copies sold since it was published; very disappointed that more people haven't discovered this great game. For one year's solid work, I've made a massive loss already, so I can't afford to spend any more time on the game at the moment.
I've been working on something very new and exciting which I hope will be more popular. Watch this space.
Very pleased you've been following me for nearly 20 years. Good job finding the bug; this will happen when there are no bonus levels saved (levels 101+) in the editor. I've just this second fixed it, thanks to you. Sadly, not many people are interested in PowBall, so I have been spending my time working on new projects, but a new version will be uploaded soon. The level time-limit is a pain, I agree, but I needed to enforce a way to prevent a Rockhopper from farming certain levels endlessly for Alchemite. Any ideas? Maybe a limit to the amount of Alchemite you can carry? But then they'll still farm endless score...
Thanks Adam, I'm currently re-working the whole thing to smooth everything out - it'll take time, but the result will be worth it. Watch this space. Noticed your game, too. Love the lighting effect, how did you do it? Raycasting?
I found the source code to the original 1996 version of my Breakout clone PowBall DeluXe and have recompiled it to work on modern computers (works very well on Windows 10). And It's now free!
In case you missed it, I also recently made a brand new Breakout game from scratch called PowBall Renaissance, designed new graphics but used the old music from PowBall DeluXe:
Steam keys will available to everyone who buys the game here once it has been greenlit. Cloud-based leader-board and saved games are usually something you only see in large-production games made by large teams. It will take a long time for a lone indie developer to implement, but I'll do it once enough people show interest.
Hi everyone. I've been out of the game designing scene for 18 years. As you can imagine, things have changed a LOT since then, so this has been a very difficult transition for me, but I finally remade an old breakout game I made in 1997. Take a look and see what you think: