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Can you make it possible to downgrade? My bar has become so big that I cannot hit blocks on the side of my screen with ghost balls and its getting annoying
It has been a stupidly long delay with other contracts/projects, but I am continuing work on the sequel now :) Quite excited as the entire game structure is going to be quite an upgrade from the original. Thanks for the comment!
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I love the concept, however the execution is flawed and I don't like the slow down I seem to be unable to manage to get rid of.
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Have trouble seeing clear bricks. Bricks needing multiple hits can be a pain when it's all of them. Wish some of the drop down upgrades were left in just to speed things up a bit.
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very classic game. Playable, all day long :D
Only this : worst background ever ! Terrible ! Please change that. Costs ye at least 2 stars :D
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"Your balls will smack with more force!"
After three upgrades, it's time to buy a scooter, because you're not walking anymore.
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The problem I had was that by the time I grindy-ground out the points I needed for upgrades and stuff, and practiced analyzing each level for strategy--- the boss fights were incredibly lackluster. you just shoot all your death balls at em and down they go in literally 2 seconds. :P
If you leave the normal levels unchanged, but add about 4 more ways to upgrade, and then make the boss fights ABSOLUTELY INSANE, then it will feel like there's an actual point/quest to the game. Right now the Boss Fights are a joke, which means this is more of an arcade game than an RPG.
that said, if you implement the other edits people want, the boss fghts will be even more retardly easy because you'll upgrade faster...
BUT! if you add a bunch of upgrade to buy, and make the Bosses CRAZY, maybe I too will desire drop-cash. :)
I never really had a problem with the disappearing bricks but it would be aesthetically pleasing if they were more visible. :P
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Well, I've played the Epic War series, which is the grindiest of all grindy games short of real RPGs, so most of what other people are talking about wasn't as huge a turn off for me- I accepted that the game was long and difficult.
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Interesting idea, but the implementation leaves a lot to be desired. As others have said before, the bricks are too strong, the small bricks are a PITA, and don't even get me started on the "music". However, those are relatively easy to fix. The bigger problem is that you couldn't really mix the two gaming styles. Putting a wizard there is not enough. For example, you have a Health property, which has absolutely no use whatsoever. I guess the problem could be the lack of inspiration, which is no wonder if you started out from Breakout; I suggest you check out Krakout: either download a Commondore 64 emulator and the game, or check it out on Youtube. You'll definitely have some ideas of how to incorporate RPG elements into the game better.
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What about implementing a "multi-ball" upgrade? So every 20-50 seconds a random ball appears and as you upgrade the minimum time for a ball to appear is decreased by 1 and the maximum by 2, so it goes like 19-48, 18-46 and so on up to 10-30 on level 10. So randomly more balls appear, increasing the pace, difficulty and fun of the game. It also gives you a better change of hitting those spread blocks which are in odd places of the screen. And to make it more balanced, maybe the "2ndary balls" have less damage (like 30% less or maybe, unlike regular ball, their damage is based on your base damage and upgrades are not included) than the "regular ball".
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Varying brick length is a good idea but when its one long edge to edge brick that takes multiple hits to break it slows down the action to much. Also if your gameplay is all keyboard make the menues keyboard friendly. I dont like having to set down my beer to go to the next level.
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I lust the fact that you added the angle along the top of the paddle. I always hated the magic paddle that somehow refracted a ball in irrational directions
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I love the game, the idea is great because I love RPG games and im a fan of block breaker games there is a few flaws though but all games have flaws, good job I love it!
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man...the whole idea is GREAT!! but to me, the only thing that really sucks is the background(mainly 1st boss-so on)...it would be great if you would change that
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Completed the game and was reminded how much i hate endurance games.
I do not like spending 10-15min per level, hearing the same kong over and over... Should have less endurance, more and faster levels. 2/5 as it is.
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The basic idea is fine, but it can display some horrible lag that appears to be related to the partially transparent effects.
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A suggestion: allow the paddle to intersect the wall, perhaps to the midline. After upgrading the paddle twice I'm only barely able to throw ghost balls at the edge bricks, and I'd like to be able to reflect the ball toward the middle even if it's angled toward the lower corners.
Great game, I'm loving it! Wonderful concept, good execution. Thanks for being responsive to previous comments! I didn't play the early versions, so I never saw most of the bugs. I'm finding it pleasantly nostalgic. Keep up the good work!
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Definitely some good starting ideas. To add to others' comments, you should really add some more stats to upgrade, maybe like piercing shot chance, ball splash damage, ball speed. Adding some abilities would be nice too, maybe fireballs, lightning bolts that jump block targets for tough-to-hit ones, and of course accompanying mana and magic strength stats to upgrade. Heck, you could add an equipment system from random drops or have blocks drop crafting materials to make new paddles and paddles add-ons/upgrades. Maybe give blocks elements that work with the spells system, and make bosses more challenging. So many ways to expand a game like this, but it was fun to play through in its current iteration.
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Should have a way to turn off the messaging- its really distracting. The bonuses I most want to have are slow and speed up as choice and a degree of direct the ball. The bosses are too easy- killed them on the first try and some levels are way too hard and grueling. Though in some ways I like this game better than Rebound which too flashy and crazy.
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Ok, a really easy way to farm some gold/exp, us make sure you have a quite a bit of damage (my damage output was 38) and have 4 ghost balls. Play level 6, then allow your normal ball to bounce away (its just a distraction for this) then move your paddle as far to the right/left, and fire 2 ghost balls. Repeat the last step for the other side, and you have a good amount of money!
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At first, it was "wtf is that?". Now, my eyes hurts, and its "wth was that?". I had fun playing this, but i'm still wondering about some details like... was the last boss supposed to be hard? Without any farm (almost every level done at first try), it took me less than one minute to kill those... things.
The ball behave strangely, with a constant vertical speed, but once you get used to it, this make the game quite easier.
I had a very good time playing this, even if my eyes still complain about the background.
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I was enjoying the game but the bricks start taking way too much to kill way too soon, which I can accept but after that the first boss was way too easy and it ruined the feel of the game instantly for me
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Got a headache from playing the hard / Impossible levels. The strobing background and lightly colored ball causes ocular strain.
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Whoa, not since the classic days of pong consoles have I seen that glorious stuttering bar just spazzing all over the place. I didn't know it was even possible to recreate that defect with today's technology and back then, they at least had the joystick and other mechanical parts to blame for the stuttering. What do we have today to blame, a mouse? I think not.
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The paddle width upgrade is actually a downgrade; it keeps you from using ghost balls on the brocks on each edge of the screen.
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the only thing hard/impossible about the hard/impossible levels is the background. I'm one-shotting all of them and i think the background is the thing creating the lag