Such a cool collab guys. Great job. :D
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Such a cool collab guys. Great job. :D
Near perfection. Well done! :D
Honestly, you're birthday videos have always given off an analogue horror-ish vibe to me. They're always fascinating pieces of work, including this one. Happy birthday. :D
Cool game man. Super creative concept.
Compliments:
-Creativity - I've never really seen anything like this before. Very cool concept that's executed.
-Controls - Tight and responsive. Prefect for swiftly moving around and platforming across blocks.
-Gameplay - Knocking around the balls and trying to avoid the pits makes for a pretty fun challenge. The extra balls are very nice addition, as they allow a player to tailor their difficulty to their liking.
Visuals and Presentation - Everything is clean, easy to understand, and pleasing to look at. Everything is comprehendible even when the screen is filled with moving objects.
Music and Sound Design - The BGM is solid and the sound design is fantastic! Particular shoutout to the slap sound when you knock a ball around. So satisfying man.
Critiques:
-Too RNG Heavy - A large chunk of the difficulty just depends on what floor black are broken and where they are. Because of the fast-paced nature of the game, it's not uncommon at all for the balls to go on a streak of breaking your floor blocks, and because of the aiming, it's near ransom.
-Ball Aiming is too Finnicky - From my experience, ball aiming is almost never what I expected it to be, which can be really frustrating when you're trying to destroy a specific brick.
-Pacing - I know I just said that this game is fast paced, and it is, but when there is just one brick left on the screen you'll just be waiting for a ball to hit it, and if you're reduced to just a few floor blocks, which happens quite often in this game, you'll be waiting around for a long time.
Suggestions:
-Power-Ups - These could massively shift the dynamic of the game and keep things interesting. Power-ups that make you faster, slow down the balls, or restore floor blacks would be very interesting and could give more inexperienced players a boost. They wouldn't even be that hard to implement, just have the bricks randomly drop power-ups when broken and have the player activate them when picked up by pressing C.
-Self-Repairing Floor Bricks - Have floor bricks reappear after, say, 30 or so seconds after they're destroyed. This would help reduce the RNG aspects talked about earlier, as a large chunk of that is when and where these floor bricks are destroyed.
-A Fast-Forward Button - This could massively help the game's pacing. If you're stuck on one floor block and waiting for a brick to be destroyed, just press the button and BAM, you're no longer stuck waiting for the ball.
Nice game overall. Definitely worth fleshing out a bit more. :)
So much fun. It's so satisfying to combo together kills. The controls do feel a bit too loose tho. They could use some refinement, but other than that, great game. :)
The best part of the game is the polish. Everything just has the is juice to it. But I wouldn't really call this a puzzle game. For most puzzles, I immediately understood what to do. The whole point of a puzzle is to find out what to do. Most of the challenge just comes from getting the proper timing down. And it can also get a little boring when waiting for those green blobs to fall off the screen. Still had a great time here tho. :)
Slaps.
This legit my favorite from you guys. :)
Just gives me the v i b e s. A fantastic demo. :) Just wish it was a bit longer.
lol
I stinkin' love Gravity Falls and in my opinion the is the best demonstration of how OP Bill is.
Def a fave. :D
Just straight up incredible. Nothing to complain about here. Fantastic job!
Hi. You can call me James. I make stuff.
Age 16, Male
Game Dev n' Animator
Joined on 2/20/24