Nice concept, but this is more like a beta version than a finished game, considering all the things that have yet to be implemented and fixed. 3/5 by now.
For a quick start, put the bag right on the middle and repeatedly strike the piñata up and down. Don't forget to rest when necessary and go for the Candy upgrades first.
Some bug reports and minor improvements: (1) The XP upgrade also affects gold gained, albeit no info on this is provided. (2) The damage bonus display is broken. I still haven't figured out why exactly, but it disappears and reappears now and then. (3) The damage upgrade text could be "Your balls now strike harder" instead. (4) There is no shortcut from the Level Select screen to the Main Screen, where Credits and Instructions are. (5) Experience bar and numeric values should be placed together. (6) I'd like to be able to click the screen to unpause instead of pressing "P" again. This actually works, but only when I have spare Ghost Balls and I'll always let one go by clicking.
Just a few ideas for you I'd like to see in Breakbar RPG II: [Sticky Balls] When ball touches paddle, it sticks to it until you click button. / [Balls of Fire] Click to release a fiery explosion, damaging all blocks in an area, with slow recharge time. / [Ball Drill] Click to start drilling through blocks in the ball's path for a few seconds, slow recharge. / [Paddle Turret] Shoots bullets out of paddle straight forward, limited ammo. / [Raging Ball] Considerably speeds up the ball, while increasing damage, until ball touches paddle again. / [Greedy Ball] Lowers ball damage, but increases money and experience gained. --- And I'd love to betatest it for you. ;)
Awesome concept! Can't wait for a sequel with more levels and extra upgrade options. I suggest you go play Arkanoid for 6h straight, that might get you some good new ideas, especially for level design. As for the upgrades, what about a gun turret, for example? To smash those annoying last few blocks quicker. 5/5 for the creativity and simplicity mix.
Thanks!
I am working on an entirely new comprehensive Arkanoid engine right now. There's a lot of great new features to it that should certainly improve the outlook of the Sequel. Weapons, much better collision detection, temporary dropped upgrades, Brick characteristics (ones that don't just sit there and wait to be hit), etc.
I believe my patience's limit has just extended by a mile. When you're playing this, don't forget to breathe deeply and take a break now and then, it might be hard but it's far from being impossible.
"Begin Wave" button is sometimes broken. And yes, the difficulty curve doesn't seem right, as others have previously mentioned. But I like it just the same, 4/5.
Such a fantastic game! I see you're talented enough to earn a living from making games as most of us would like to be, so keep it up and set a good example for the community. ;D
Hey, I liked this! Suggestions: add different levels (maybe with obstacles), some simple sound effects and BG music, more enemies (with challenging move patterns) and a tutorial or help guide right at the intro. Also, upgrades would be nice, and when you get to implement them, separate score from cash so we won't lose any points buying them. Possible upgrades: good ol' kill-them-all bombs, power-up spawn rate, movement speed, coin magnet and extra lives. Last thing: after we finally kill the Boss, we should be awarded a secret new character or something fancy. Good luck with your learning and congrats on your efforts so far!
Thanks! I am working on an entirely new comprehensive Arkanoid engine right now. There's a lot of great new features to it that should certainly improve the outlook of the Sequel. Weapons, much better collision detection, temporary dropped upgrades, Brick characteristics (ones that don't just sit there and wait to be hit), etc.