I think it's quite a fun concept, I liked how the power ups work. For me I feel it could be more fun if the power ups can be collected based on our own accord rather based on luck with how the ball bounces. if we could move beyond up and down range and expand to the right and left space and I think it could be quite fun to take the risk to collect power ups while trying to defend our own turrets.
spookiiro
Creator of
Recent community posts
very interesting game mechanic :"D replayed a few times to finish the story mode and it was pretty satisfying to do it :D I had one small issue though. for the endless mode. I think the camera moves so fast to the point my character at max speed kept staying at the left of the camera. so there wasn't much ui could do except pray they don't get hit xD the whole interface of the game is amazing. its kinda crazy how u pulled that off in such a short period of time.
I wished there could be some sort of incentive to move. I can basically hide behind a barrel forever and the game will keep running. Maybe like a timer with a distance scoring system could make this game more exciting. It would give that risk and reward to the idea of moving. I would want to keep moving as this will allow me to travel further and get a higher score. but at the same time it might be risk as the traffic light may suddenly turn red, leading to an immediate game over. Overall, I do think the stopping and hiding is an interesting mechanic and there is potential to this game.
The parrying idea is really good :"D but the sad thing is I could spam to defeat the boss which basically makes the whole parry not needed :"0 definitely can see potential in this idea though. it would have been interesting if the character only had a shield and has to break the stun bar first before they can go on an all out attack flurry by spamming. Something like the shield parry in legend of Zelda BOTW might be an interesting reference.

