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A jam submission

boingleView game page

A chain reactive pinball builder
Submitted by Occuros — 3 hours, 23 minutes before the deadline
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boingle's itch.io page

Results

CriteriaRankScore*Raw Score
Game Design#263.3733.556
Execution#363.1103.278
Visuals#542.6352.778
Overall#542.5692.708
Audio#821.1601.222

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+2)

A juiced up and fleshed out version of this would go crazy. Cool idea!

Developer

Thank you so much!

Glad you enjoyed to core Idea. Definitely visuals, and "juicyness" need a ton of work still.
And more gadgets, so many more gadgets to implement...

Submitted(+2)

Very fun idea to incrementally build your own pseudo-pinball machine. I think this has a lot of potential! I also appreciate how all gadgets are easy to read and differentiate when on the screen. Even after placing a lot, it’s still easy to see what each piece does. Even if the ball’s trajectory itself is everything but easy to predict :D The fading last run’s path was a nice touch and made this much more accessible than it otherwise would have been.

There’s a bit of a FOMO feeling when you want to upgrade stuff, like “Oh, this section here works really well, if I place more I might destroy that interaction”, which held me back from experimenting. Probably solvable by allowing you move things after placing. Also, an upgrade for the ball’s lifetime would have been nice in order to get the full mayham :D

Anyways, I love pinball, so this was really fun to play :)

Developer(+2)

Thank you for trying it out, so glad to see others enjoying a pinball machine builder!

It seems there is a bug on how I detect when the ball is not moving anymore, and it makes it feel like there is a timer, but there shouldn't be! (only clicking on the cannon should stop a ball run early, at the users choice, but nothing else should).

I had selling existing gadgets and moving existing gadgets as planned, but simply ran out of time... (I blame it all on rust, there is just an infinite rabbit hole to improve how you implement something which can simply suck you in ^^)

But you might be on to something, having a limited lifetime for the ball could fit very well into the incremental nature of the game.

Thank you for the ideas and feedback!

Submitted(+1)

I like it, but it feels like it needs more "oomph" for that chain reaction to really land. I vote for more juice.

Developer(+1)

definitely, the limited tween effects for the bounces (using bevy_easing) were the only thing I had time to implement.


having more particle effects and visual feedback is definitly needed, just didn’t have enough time.


thank you for trying it out and providing feedback!

Submitted(+2)

Fun game! The physics are surprisingly stable (they even seem deterministic). Would be nice if you could see the full path from the previous round. 

Developer(+1)

They physics are actually deterministic with avian. Its a fantastic physics library, especially with observers, makes implementing collision detection a breeze!
So glad to hear you had fun, I had it at some point that you would see your full path (or a much larger path) but then thought it would become too trivial to build the combo machine...

But probably should have implemented it as an upgrade for the shop. If I just had a little more time... :)
Thank you for trying it out!

Submitted(+3)

it's fun, but i'd like to be able to move stuff after placement. Also i bought several pieces in a turn but could only place one. were did my hard earned coin go =)

this mechanic might not be clear yet but when you buy an element in the shop, it gets added to your deck. when you can place something, 3 elements get randomly choosen and shown to you from your deck but you always can only choose and place one of them