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Quite disappointing. Played the entire game to find the last boss easier than level 7. This idea has been done before, too.
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Well to say it simply: This game is incredibly boring. Since you answered some of the top comments I'll give you some reasons and/or suggestions. We've all seen breakout-clones. Stuff that make them fun is NOT the ball going up-down-up-down. 1. It's the moments you Ball gets stuck between that small little gap and pwns the level all by itself. Your Ball control with the paddle is not well made. When I hit it at the very end of my paddle i want it to go VERY HARD to that side.
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2. It's the Extras. Things like laser stuff and multi-balling etc. etc. 3. It's clever level design. Level two is the nightmare of every fun-seeking-breakouter. Three bricks covering all the length might be original, but remember the up-down-up-down. 4. Enemies. Well I already stopped before seeing your bosses so i'll say nothing to this case. 5. Special bricks. I mean special.
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Not just longer or shorter or with a different color or more/less hitpoints. I mean special. Like teleporting the Ball to the top, exploding bricks, Bricks that take away some health when hit (suggest that it's not repeatable infinitely, also you gotta increase ball control BEFORE implementing those or they'll have a hard down effect on the game) and bricks that randomly dropp stuff you can collect (see extras, that can also include gold or even some collectible schematics for the hidden obOrball you can use)
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In short they're all things that give me the illusion of rockin this game so much harder then everyone else on Kong. Your game makes me feel like I'm just one of the idiots watching a ball going up-down etc.
The fact that you level and dmg up DURING a level is fine. Bricks giving gold is a fine implementation.
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With higher damage and lots of ghost balls, the boss fights are 10 times easier than the regular levels. Maybe try to switch this?
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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.
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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. ;)
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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.
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the upgrade to increase paddle size is good, but when the paddle gets too big, the ghost balls i shot out can't hit the bricks on the extreme left or right side of the game play area anymore... some kind of work around should be implemented to fix this...
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Breakout, but if hitting those last few blocks wasn't tedious enough, now it includes additional RPG style grinding too! It is the best of both worlds... sort of.
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please chnge the ugrades to where to can degrade yourself and get no money back because i can't hit the things to the sides with ghost ball after leveling up my bar width or you could make it wrap
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I def agree with JayTheBeast - the background during gameplay is painful, and could honestly trigger epileptic seizures.
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A level based skill tree with 2 or three branches would be great.
Examples:
Attack ==> Lasers, misssiles, but smaller paddle size and faster ball acceleration.
Defense ==> More balls, bigger paddle, forcefield, slower ball acceleration
Effects ==> Ball penetration, Fireball, multiple balls, ball catching.
Better reason to have levels.
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Really fun game. Made me wish the original Arkanoid was like that in my childhood.
A little bug: on lvl 97, as soon as the HP gets 3 digits, the number of remaing HP disappears.
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I really liked the game but I thought it was kind of annoying that upgrading your paddle width made it so you couldn't shoot the ghost balls on the very edges of the screen. Many times I was stuck trying to hit a single block in the corner and still holding a ghost ball.
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SOOOOO BORING!!! I wanted to claw my eyes out on level 15! It takes 20 minutes to beat that level and 45 seconds to beat the final boss. The block breaker game on your blackberry is more interesting and dynamic than this. And why is this called an RPG? There is no "role" to "play"! Who is giving this game 5 or even 4 stars?
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good game, the flashing background needs to go though, and you will get odd bounces hitting a line of bricks from the side, it seems that the edges between the bricks are as large as the ball so the rare shot will actually slide in between the bricks and bounce around instead of bouncing off the side like a solid wall.
I'll slow the background down for my next upload to reduce the eye boggle. My intent was to make the boss battles (which have been claimed to be far too easy) a little more intense. Thanks for the feedback.
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Love this, but a couple of criticisms: I agree that it is frustrating when your ghost balls can't reach the balls at the edges - perhaps you could include an upgrade for one more normal ball (it could cost a lot, that's okay by me). Also, there didn't seem to be an ending/congratulations scene when I beat the final boss - that'd be a good upgrade. Perhaps add a story in as well? Though arkanoid/breakout is pretty compelling gameplay on its own merits, if you're adding RPG elements it could be good to add a narrative too.
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1. Upgrading bar width too much and you can't shoot your ghost balls near the edge,which is where you want to hit most of the time.
2. Health is pretty meaningless, you're much more likely to lose to bosses by missing the ball, and it does absolutely nothing in normal stages. Giving an extra ball every 10 health would be nice.
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Blinky graphics isnt always fun. The abckgrounds can get annoying. But the biggest problem is losing a game due to numbers blotting out the screen..
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the game definitely needs a speed up button,like when you press "up",the ball goes faster,and when you release it,the speed decreases to the normal value.
Someone had suggested game modes that increase the velocity limits, but I also like the idea of being able to speed up the ball regardless of game mode.
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maybe instead of making the ball slower overall, in the next game try making difficulty modes. that way hardcore gamers can play with balls at the speed of light and casual gamers have slow balls
Not a bad idea. I personally felt the slower speed made things a little boring (less risky - less challenge). With your suggestion, that would please everyone.
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avatar for Belarkernous
Belarkernous
Nov. 27, 2011
. 2.) Storyline
Well RETIMER, here's your storyline
The Guardians of the Bat lived a very peaceful life, all bats and balls lived in perfect harmony
on the beatiful planet of Screen
Suddenly there was an invasion from the evil planet of Bricks, trying to take over the guardians of the bat and forcing them into war!
After some fierceful fights the guardians were losing, yet there was a young Bat guardian which was full of promises and ambitions, can he turn the side and defeat the evil invaders of Bricks?
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Ouch, after all that time invested, absolutely anti climactic final battle. Also SOMETHING ANYTHING to say you win after its all over.
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Peetsahooligan is right, and it cant be the Kong chat or anything like that cuz it happens right at level 6 every time. Cant be a coincidence. All in all though, pretty fun game. More upgrades would be nice, but I know you just started this project. Cheers :)
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For anyone wanting to get lots of experience and money fast just get some ghost balls and use them to destroy bricks that give a lot of each then leave the level and repeat. I suggest level 13 becasue it has a lot of high exp and money bricks. I grinded that level up to the level 70's pretty quick
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1.) If 75% or more of the blocks on the level are broken the level should be cleared but if 100% are broken a bonus for breaking all of them is added.
2.) Storyline.
3.) reducing the power of the extra balls but make them bounce off the paddle.