Your ideas are definitely nice, better than what I proposed. As for the descriptions, I thought it was just an error that you forgot to say what the item actually does but if you wanna intentionally keep it mysterious, that's actually an interesting design. The game is still early so yeah, but good luck.
sleepl
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Buying another ball seems to be very useless. It's behaves like doubling your points, you can just have an item called "double points." The reason it's useless is because you can't aim the ball elsewhere, once you click LMB all your balls go into the same trajectory. It would be better if you can launch them seperately, maybe that would add some strategy to the game rather than how it's mostly luck based right now.
There's no reason to launch your ball directly at the bricks. The ball bounces directly back down. Maybe add a reason to launch at the bottom of the bricks??? Or you can just make it begin at the top rather than the bottom. But I like that in this game you start at the bottom, it adds potential for strategy.
This item description isn't good:
"Dr Baby has a 33% chance to check on the state of the data (???) after popping a brick with a ball"
What does it mean to "check on the state" of the data? The data is decently clear, now I know that's the name of the points you gather, but it wasn't clear when I started playing.
It never says that the dr. will come from above.
The placement of the "data" (the bricks) doesn't encourage strategy. It's heavily luck based whether or not you get favorable brick positions.
Synergies in this build are meh. You can do ball spawning items with the bucket, or score multipliers, but there aren't many "fun" type items like the beans. You should add more of those. I think the pregnant pete item is probably one of the best especially if you have two of them at once.
Also the problem with builds and synergies is that they're weak like I said. You can either design items that synergize better, OR you can let the player increase the amount of slots. The builds you can make right now are weak just because there's not enough slots.
My best round so far is around 16, I don't really remember.
The game is quite difficult, very heavy on luck. And yet I haven't gotten lucky even after playing for a while. I tried all the items and builds I can think of but still couldn't beat it, if there's even an ending.
It's sooo luck based it can be frustrating when you lose.
Well my main issue with the game is that the other balls you can have get launched all at once. I still think it would be better if they didn't.
And again, the brick placements need to be more forgiving.
For graphics/effects:
The ball isn't visible enough. Also, there's no reason to track the ball with your eyes anyway. But it isn't visible especially with things like the tamago ashi which are the exact same color and roughly the same shape.
It's not clear when you earn money and how it happens. There's not any feedback.
You're welcome and I think you should do whatever you want. But in general I think you should know this version is definitely better than DD61 (the first one I played) in almost every way.
I do think the new shooting direction works better with the dotted lines, but not really with the blocks that activate.

In the previous version trying to boost up would shoot you back into the dotted lines. You need to boost up here because the dotted lines don't give you enough height. Now, it works better, because the directions are changed.
Well that's all, good luck.
Sometimes the layers look werid. Example: the turtle goes under some tiles.
Overall, the game feels very polished
The first puzzle in the trololo secret area does not restart, locking you out of it if you completed it and then went back. (I did that to check the other areas)
Before finishing:

After finishing (bug, you have to click R, then no way to go back):

The secret area is okay. It's not too hard to find.
Alot of puzzles can be completed in a way that feels unintended. I remember I could finish some puzzles with carts or platforms leftover without using them. Intentional? I don't know.
This will sound vague, but alot of the puzzles can be completed with a simple question "which direction to go next?" It makes it very easy to deduce the solution of the puzzles. Since you only have four directions every time, you basically only have four controls in each puzzle. You only have four choices at max in each step of the puzzles.
I understand some puzzles let you start in wrong positions, this is a good design to prevent easy deduction of the solution.
But once you're in the correct spot, all you have to do is check which direction to go. And most of the time it's very obvious which direction is the right one, because you can eliminate all the directions that AREN'T right, leaving you with the right one.
The puzzle design should prevent this deduction.
But honestly, I couldn't finish this puzzle:

Finally, I got locked here (bug):

For the game experience, it's very enjoyable. Has a nice atmosphere, has nice music that fits the mood.
Reversing the shooting direction is honestly confusing because of the dotted lines. It's inconsistent to shoot towards the dotted lines, but to shoot away from yourself. I think in the previous demo it was better. Even though it looks silly, shooting behind yourself to boost took skill and was fun when you do it correctly. But it's just my opinion. The game is still as fun and the new introduction is nice, but I think it should introduce the shooting sooner. Also I hope the tournament game mode will be in the final version.
Update: after playing more and getting used to the controls, I change my mind. It's not bad, it's better. But, I think the levels should be designed with the new shooting direction in mind. Also, maybe change the theme. I think what's confusing is the theme of "shooting a bullet" that boosts you, when in reality it's more like dashing.
Sorry if it sounded harsh, I was trying to be honest. I feel like the style of the tutorial is just not player-friendly, hand-holding doesn't just feel bad but also doesn't help the player retain information as well as actually playing and discovering on their own. But even if you did want to continue with this style of tutorial, it should be less sudden that's all.
The story is pretty weird for a martial arts game. It feels like the story is only there to give a motivation for the main character and player to go and fight
but uuhhhh I think there's a better motivation you could give than "YOU WILL DIE IN 3 DAYS IF YOU DON'T FIGHT"
You could say "well climb up the martial ladder and become the champion" or something, that is a decent enough motivation. Like the way dragon ball is like.
This isn't a problem though just a story specific.
Like also dude, what the hell is up with this game. How come the overworld is so goddamn buggy and messy? I keep going out of bounds accidentally and just start floating on buildings and walking whereever I want. The overworld needs so much work.
I was trying to start a fight with the northwestern most guy in the playground, and somehow it took me to this story scenario where Leon meets a friend of his.
What happened to the fight? Buggy.
Camera is waay too zoomed in, I barely have an idea of what the world is like. The game also teleports you around waaaay too much for the story. Everything goes too fast and is too incomprehensible
This game is best described as just completely incomprehensible. So I'm done with the job with Leon and then I wake up at the gym. No agency to the player at all.
On top of that you spent too much time working on the story sequences and other misc shit before polishing everything else. Like the game feels randomly thrown together EXCEPT for the battles which feel decent.
It's too chaotic basically, and buggy.
Then the game soft locks me in the gym where there's an invisible wall at the exit and I can't leave. I talked to the gym guy but he didn't remove the invisible wall.
Anyway all in all I just mean to say the game is buggy and chaotic.I use firefox and the issue doesn't happen with me, I don't really know what's up with it. Also the messages guide you towards a secret alternate path to the game, but I don't know if I made it too cryptic. Since no one seems to be able to find it I'll spell it out. The secret is in the 6th level and you must do a certain action 6 times in a certain part of the level.
Very unfair and not really polished. Why do I still get hit when I dash? There's lots of bullets, but my hitbox is really large so I get hit by all of them. Make it so that you can't take damage while dashing. Destroying the planets in the levels is not required, you can just go past them to the end of the level. Also, the game didn't take place in space.
The game was fun, because there is a way to solve almost every level in an unintended way. I mostly jumped, clicked the box below me, moved it somewhere else then landed on it, and repeat. Again, it was fun tho. Also, dying sometimes doesn't reset the entire level. And, the keys were mostly useless in all of the levels because you got them right towards the end. In the one level where you had to go get the key and then go back to the door, you could just get the key, die, then respawn at the door without having to do the platforming. The fact that you have the key doesn't reset when you die, I think that's a programming error.




