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Risk Breaker's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #294 | 3.700 | 3.700 |
| Gameplay | #444 | 3.350 | 3.350 |
| Audio | #598 | 3.150 | 3.150 |
| Overall | #633 | 3.242 | 3.242 |
| Visuals | #692 | 3.500 | 3.500 |
| Innovation | #923 | 2.750 | 2.750 |
| Theme | #924 | 3.000 | 3.000 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
After each round you can spend(or risk) the points you earned on making the game more difficult. Doing so also increases a multiplier that gets applied to all future points acquired.
How many points can you obtain after 5 rounds.
What code and assets did you not make from scratch during the jam (if any)?
Zero. All code and assets made by me during the jam
How many people worked on the game?1
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Comments
Huh downgrades, not something that crossed my mind at all with regard to the theme. A great twist on the classic block breaker game. I was so determined to get every single block It felt like I was spending 30 seconds bouncing back and forward, constantly missing the same lonesome block! Didn't realise I was that engaged. Especially as things got more difficult. Well done!
Neat little Arkanoid-esque game with a risk mechanic for higher scores!
Good Game!!!
Really fun idea! I had a lot of fun playing, though I messed up a couple of levels on my first run and nuked my score because of it. Some thoughts:
- The core concept is really clever, a high-score game where you buy downgrades in exchange for more points is really fun. Spending points to gain points becomes a risk, and I think that works pretty well even if I didn't buy a ton of downgrades.
- The aesthetics are really nice! Simple, charming, fun. The colors you picked were nice, the icons on the bricks weren't super obvious but I figured out what each one did pretty quickly, the font you picked was nice. My only thoughts are that the play button and exit game button could have also fit the color scheme and aesthetic style better, and the in-level UI not using the 8-bit font was a bit of a missed opportunity (though the UI being easily readable is nice).
- The gameplay is solid, obviously it's just breakout but it's pretty well-implemented. I did notice the ball seemed to "curve" sometimes, but I'm not sure why (was it a powerup? M for Magnet? Maybe it'd be nice if there were explanations for what each brick does somewhere after all).
- The sounds are really nice! Normally I'd complain a bit about the lack of music, but for the style you're going for, music wouldn't really make much sense - and besides, the sounds were all solid. My only thought is that the lack of a loss jingle or effect kind of made the jump back to the upgrade screen jarring.
- Speaking of, the decision to forgo lives and instead advance the player to the next stage whether they beat it or not was GENIUS. It keeps the game from getting frustrating or stagnant, while also punishing players who mess up by giving them fewer points! The levels getting harder as the player buys downgrades is interesting, too - not sure if I entirely love it, but I suppose it would feel weird otherwise.
- In terms of downgrades, smaller balls was the one that felt the least troublesome to me, so it's the one I picked up the most. That said, I may have found a bug with the smaller balls where they'd sometimes get "caught" on each other or on the paddle, bouncing a whole bunch against them before getting freed? I'm not sure if it's related to the smaller ball downgrade or not, but it did save my run a few times so I'm not complaining, lol. I did also notice one case where a point item got stuck floating in mid-air, not sure what caused that.
- The tutorial screen is really well put together! It's not overwhelming and easy to grasp (though maybe the controls and the steps could be a bit more separated to make it clear they're two separate sets of information). My only thought is to include the fact that that up is used to start the ball's movement, since that took me a second to figure out. Thanks for allowing for both WASD and arrow keys, by the way!
The game was simple but really fun overall! Really neat twist on an old classic. Obviously high-score games aren't super popular these days, but I love a good one every now and then, and this really scratched that itch. Solid work!
Hey thanks for playing and the detailed comment.
The Brick the 'M' on it is a mirror block, bounces the ball back at the same angle it came in on.
When you noticed the ball curving, that is due to the magnetic blocks marked with a negative and positive symbol.
And ya the ability to launch the ball at the start of the round was a last minute add and I forgot to add the control to the title screen. But I've since added it to the comment section below the game.
What a great idea; instead of upgrades, they're downgrades, but you get more score. Very innovative!
Polished gameplay, always satisfying getting the ball stuck behind a large group of bricks. Good work!
Cool! Brick Breaker is a classic and I like the twist on it. Really nice idea and execution
Wow, I'm got a score of 18800. Can you get a score of 1800 in our game? I don't expect it, haha.
Nice simple take on the theme, felt like there were a few edge cases where the balls bounce a little off but generally pretty smooth gameplay, nice work!
Smooth gameplay, seems well coded, and not a hint of biscuits.
Nice game :) fun twist on the genre
Nice game.
Nice game but when you miss the ball why does it send you to the next level even though you lost?
You play the 5 rounds no matter what. goal is to do your best in each round while upgrading between rounds.
Thanks for the clarification!
Nice little game! I like how you integrated the theme of the jam into this.
Simple and familiar gameplay, but I enjoyed checking it out.