Cute model! But I think you kinda overtweaked it. You can still become overpowered if you think about how you upgrade, but at the same time upgrades are VERY slow. I think multiplier is not actually multiplying.
Crushers are very annoying, literally combo killers. Dunno if it's intended, but I'm not a fan.
I think UI and vfx are more polished, but I'm not sure since all I remember from the previous demo is the insane amount of particles from endless boinging.
I like the little guy, he is way better than the old ball. the extra juice on the UI and effects is noticable and makes the game feel better since the last build. I set up an infinite bounce and then just let it run and watched shit pop and felt the dopamine flow in. Its a nice setup.
I tried playing with a PS5 controller but could not aim the ball at all with the DPAD or sticks.
I enjoyed the fast pace and the feel of the bounces. Just wondering , why go with roguelike progression? This kind of gameplay seems like it would work better with structured levels, like Vividlope, instead of waves.
Blue loading bar took forever in browser version and I almost thought the game was broken.
Maybe add a text hover on first loading in that you have to hold down your mouse, I know you put it under in the description but in the game would be nice too. Cool core gameplay but got boring after some time
One-off notes as I was playing: - I'm not really sure what the objective of the game is. Is it just to survive? After around wave 10 the screen becomes really chaotic and since more items spawn level ups start happening increasingly faster. By that point you can safely let the game play itself since you've become so OP.
- I'm not sure if the game started lagging halfway through or if the amount of collisions just made the hitstop effect so frequent that it felt like lagging.
- When you move really fast I think some players might feel motion sickness because of the rapid camera movement. Maybe zoom the camera out a little at higher speeds?
Overall thoughts: This game is pretty good so far, lots of juice. I really enjoyed the music. I think it could do pretty well as a mobile game since the controls are pretty simple.
w10, works for me harder than the previous build, which is a good thing i see no reason to pick upgrades that include a drawback when i can pick an upgrade without a drawback instead. why would i ever want to reduce my top speed? i got kind of stunlocked at some point with multiple rolling balls hitting me from multiple sides and they killed me. i wasn't able to gather enough speed to get out. the getting stuck in a loop thing persists. is it by design? i fucking love this game, i can't wait to see it develop more.
Satisfying visual feedback and controls - freezeframes on hits, shaking the guy on powerful hits, the feeling of speed, etc. all well executed. The upgrades didn't feel all that satisfying however and it seemed to get repetitive pretty quickly. Agree with the guy below on the mash mechanic kind of disrupting the momentum of going fast.
I'm running it in brave (linux) and goes perfectly, which is weird since it's done in godot 4, and I cannot run anything done with it through wine, at first I thought that it was because of the vulkan usage, since my hardware doesn't have vulkan support.
I did feel the lack of content/challenge though, the enemies never really posed a challenge to me after level 10, so I just kept scaling infinity until I got tired of it.
Very intuitive and fun. Not a huge fan of the "mash" mechanic; when playing a game focused around momentum, it feels unsatisfying to see my player character come to a complete stop until I complete a prompt. Not sure what that could be replaced with, though, so touché. All around, excellent.
New upgrades, UI stuff, enemies, tentative character design, refinements, etc. Also fixed the over-boing crash. The browser build might stutter loading at the end. Give it a second.
Comments
Cute model! But I think you kinda overtweaked it. You can still become overpowered if you think about how you upgrade, but at the same time upgrades are VERY slow. I think multiplier is not actually multiplying.
Crushers are very annoying, literally combo killers. Dunno if it's intended, but I'm not a fan.
I think UI and vfx are more polished, but I'm not sure since all I remember from the previous demo is the insane amount of particles from endless boinging.
Good stuff, but needs a bit more tweaking imo.
Bounce ball. Big fun.
boing boing was magic! looking forward to what you have cooking up
bros... i cant stop boinging....
I like the little guy, he is way better than the old ball. the extra juice on the UI and effects is noticable and makes the game feel better since the last build. I set up an infinite bounce and then just let it run and watched shit pop and felt the dopamine flow in. Its a nice setup.
I tried playing with a PS5 controller but could not aim the ball at all with the DPAD or sticks.
keep it up boing boing bro!
I don't have any feedback that I could think off. The game is very fun so far. Keep up the good work!!
I enjoyed the fast pace and the feel of the bounces. Just wondering , why go with roguelike progression? This kind of gameplay seems like it would work better with structured levels, like Vividlope, instead of waves.
Blue loading bar took forever in browser version and I almost thought the game was broken.
Maybe add a text hover on first loading in that you have to hold down your mouse, I know you put it under in the description but in the game would be nice too.
Cool core gameplay but got boring after some time
The only downside that I could think of is that once you go very fast it gets a little dizzy, but at the same time it's when the real fun begins lol.
Overall it feels very solid already, it would be great to see what you come up with next. I wanna BOOOING!
One-off notes as I was playing:
- I'm not really sure what the objective of the game is. Is it just to survive? After around wave 10 the screen becomes really chaotic and since more items spawn level ups start happening increasingly faster. By that point you can safely let the game play itself since you've become so OP.
- I'm not sure if the game started lagging halfway through or if the amount of collisions just made the hitstop effect so frequent that it felt like lagging.
- When you move really fast I think some players might feel motion sickness because of the rapid camera movement. Maybe zoom the camera out a little at higher speeds?
Overall thoughts:
This game is pretty good so far, lots of juice. I really enjoyed the music. I think it could do pretty well as a mobile game since the controls are pretty simple.
w10, works for me
harder than the previous build, which is a good thing
i see no reason to pick upgrades that include a drawback when i can pick an upgrade without a drawback instead. why would i ever want to reduce my top speed?
i got kind of stunlocked at some point with multiple rolling balls hitting me from multiple sides and they killed me. i wasn't able to gather enough speed to get out.
the getting stuck in a loop thing persists. is it by design?
i fucking love this game, i can't wait to see it develop more.
Thank you god. I will check out the latest awoken patch asap
This is the sauce, truly a demo but very satisfying movement, immediate intuitive control, and cute sounds and graphics.
Satisfying visual feedback and controls - freezeframes on hits, shaking the guy on powerful hits, the feeling of speed, etc. all well executed. The upgrades didn't feel all that satisfying however and it seemed to get repetitive pretty quickly. Agree with the guy below on the mash mechanic kind of disrupting the momentum of going fast.
Doesn't work for windows 10, both client and browser crashes (tried chrome and brave)
I'm on w10 and it works fine. Strange
I'm running it in brave (linux) and goes perfectly, which is weird since it's done in godot 4, and I cannot run anything done with it through wine, at first I thought that it was because of the vulkan usage, since my hardware doesn't have vulkan support.
Interesting.
Still satisfying and fun.
I did feel the lack of content/challenge though, the enemies never really posed a challenge to me after level 10, so I just kept scaling infinity until I got tired of it.
Thanks. Yeah, soon there will be actual levels and bosses and what not. Just wanted to make sure the core gameplay is solid
Very intuitive and fun. Not a huge fan of the "mash" mechanic; when playing a game focused around momentum, it feels unsatisfying to see my player character come to a complete stop until I complete a prompt. Not sure what that could be replaced with, though, so touché. All around, excellent.
New upgrades, UI stuff, enemies, tentative character design, refinements, etc.
Also fixed the over-boing crash.
The browser build might stutter loading at the end. Give it a second.