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A jam submission

Bounce Back!View game page

A Pong roguelite where every return makes your build stronger—and the arena more chaotic.
Submitted by CaputoKayk — 6 days, 22 hours before the deadline
Rated by 10 people so far
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Bounce Back!'s itch.io page

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Ai Usage

Human made

Genre

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Other

Rating

Family Friendly

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Comments

Submitted(+1)

Interesting twists on a classic! Noted a couple of observations below:

  • Not sure if intended, but the fact that enemies mostly follow the player plank (left/right) give me some level of control over combo-ing off the top of enemies.
  • Seems to have performance issues, with some input lags. This gets noticeably worsened with the lightning powerup, lagging every lightning chain.
  • The short pause every time the pong hit the plank doesn't feel satisfying. For me it reduces smoothness of the gameplay
  • The laser weapon provides some visual cue before actually shooting. But the window is too brief for players to respond to and try to lure enemies into the area of damage. Maybe that's your intention, but I feel allowing players to respond that way can give them more agency.
  • HP dropped by 2 when player blue pong hit screen bottom. 1 hp drop is more intuitive.
  • Your black background aesthetics is good, but I'd suggest some additional glow on your sprites.
  • At the start of new wave, I'd suggest giving a 3-2-1 countdown, can be quite abrupt and cause players to drop ball right from beginning which can feel bad experience-wise.

Overall, lost of potentials!!! Keep up the good work!

On a different note, would much appreciate if you could give my game a try :) It's a twist on Tetris, turning it into a turn-based combat system, and rewards well-planned piece placement over speed. Jam page

Submitted(+1)

This was a really fun concept! I really liked the ramp of the pacing, as you get stronger, more and more enemies popping in with projectiles you have to worry about made runs get more engaging as they went on.

My only note of feedback lies with the presentation, mostly. I think the font can be a little hard to read, and the amount of perks to choose between was a little overwhelming with four options, especially from the start when you don't know how they'll effect the run. 

Thanks for submitting, I had fun playing :)

Submitted(+1)

Hey! I know you were in my stream, so you likely got all the feedback as I was going through live. But if you want to reference it again later I have uploaded to youtube here: Playtesting Indie Games for Feedback Quest 9 | Bounce Back!, Fillup, Rise of the Tartans

Submitted(+1)

Hello cousin! I really really like your game. I know it's early and I only tested ~ 20 games, but so far this is the best I've played at FQ9.  Great vibes, loop, graphics, sound everything - I followed ya and I'll be back another time for a shot at the leaderboard. GG!

2 minor things, both controls wise. Please put pause on TAB for embed browser game, since ESC will get you out of FS. And also the upgrades between each round, bind them 1-2-3-4 or smth. I want to be able to sit back and not touch the mouse if I don't have to.

Anyhow, great entry. 

Developer(+1)

Thank you so much for playing and for the kind words! Hearing that it’s the best game you’ve played at FQ9 so far genuinely made me really happy haha.

I’m really glad the overall loop, visuals and sound worked for you, and it’s also great to hear that you want to come back and take another shot at the leaderboard.

Both control suggestions make a lot of sense too. ESC is definitely not ideal for the browser version since it can interfere with fullscreen, so having TAB as an alternative pause key would be much better.

And binding the upgrade choices to 1-2-3-4 is a really good idea. I like the thought of being able to play an entire run without having to reach for the mouse between waves, especially for people using keyboard controls.

Thanks again for taking the time to play and leave feedback. I really appreciate it, and good luck climbing the leaderboard next time! GG!

Submitted(+1)

The purple graffiti-style cover gives Bounce Back! a strong arcade identity, but the page does not clearly show how its Pong and roguelite elements connect. One gameplay GIF, a one-line explanation of the run loop, and the basic controls would give visitors a much stronger reason to press Play.

I really love the style and art direction, and it is impressive that you already have global rankings and leaderboards working. The enemies look great, the presentation is cohesive, and the concept feels unique. I am not sure whether BALL x PIT was an inspiration, but you could lean further into that kind of escalating chaos while preserving what makes this game distinct.

My biggest request is mouse control for the paddle. This is both a comfort and accessibility issue. I have carpal tunnel, so repeated keyboard inputs can become painful quickly, while mouse movement would let me play much more comfortably. It seems like a relatively small addition that could make the game accessible to more players.

I enjoyed what I played, and I would absolutely return if mouse control were added.

If you’re a fan of bouncing into things, give BEAT BAES two minutes for a chaotic physics-driven mech clash. Build something busted, hit the arena, and tell me if it slaps.

Smash into your first match · Score the collision

Developer(+1)

Thank you so much for playing and for the detailed feedback!

I’m really glad you liked the art direction, enemies and overall presentation. The comparison to BALL x PIT is interesting too — it wasn’t the main inspiration, but that kind of escalating chaos is definitely close to what I want Bounce Back to achieve while still keeping the Pong part important.

Your point about the itch page also makes sense. I’ve been trying to make the concept understandable as quickly as possible, so showing the actual run loop more clearly with gameplay and controls is something I should improve.

And thank you especially for bringing up mouse control. I had mostly been thinking about controls from a gameplay perspective, so hearing how much of a difference it could make for someone with carpal tunnel gives me a much better reason to prioritize it. I’ll look into a mouse-control option for the paddle without replacing the current controls.

I’m really happy you enjoyed what you played, and hearing that you’d come back if mouse control was added is very useful feedback.

Thanks again for taking the time to play Bounce Back and write all of this!

Submitted(+1)

Anytime, looking forward to updates! This has good, chill on the couch on my steam deck potential.

Developer (2 edits) (+1)

Thank you again — I actually took your accessibility feedback very seriously.

When you mentioned that repeated keyboard inputs could make the game uncomfortable or even painful because of carpal tunnel, I felt pretty bad knowing that something as simple as the control scheme could get in the way of someone enjoying the game. The whole point is for people to have fun with it, not fight against the controls.

It took me a little bit of head-scratching to get it working properly, but I managed to add it in the latest update. There is now an Accessibility section in the settings where you can enable mouse movement for the paddle.

I’m genuinely very grateful that you brought this up, because I don’t think I would have thought about this particular accessibility issue on my own. Your feedback directly resulted in a new accessibility option being added to the game.

Thanks again for pointing it out, and I hope it makes Bounce Back! much more comfortable for you to play next time!

(+1)

Hi I'm LatinaStrike a streamer. This is my feedback about your game. If you would like to watch my stream where I played your game, I will leave the link below.

VOD Link on Twitch: https://www.twitch.tv/videos/2864977399

Timestamp for your game starts at 11:58

Bounce Back  Gameplay Feedback

Overall Thoughts

I honestly don’t have anything negative to say about Bounce Back. I enjoyed this game from beginning to end!

Right from the start, I loved the retro vibes, the music, and the overall feel of the game. It reminded me of a game I’ve played before, although I can’t remember the name of it. There’s something about the style that feels nostalgic and familiar while still being really fun to play.

I especially loved the power-ups. They added another layer of fun to the gameplay and kept me wanting to continue playing.

What really surprised me was how much more there was to the game than I initially expected. At first, you might think a game this simple would just be a simple, casual experience. But then you encounter a boss and things start shooting back at you, and I was genuinely surprised! I wasn’t expecting it, and it made the game so much more fun.

What I Loved

  • The retro style presentation and overall vibe.
  • The music really fits the game.
  • The power-ups are a lot of fun.
  • The boss encounter was a great surprise.
  • Having things shoot back at you made the gameplay more exciting than I expected.
  • The game is very easy to get hooked on.
  • The intro page does an amazing job explaining the game and providing information for first-time players.
  • The leaderboard adds even more motivation to keep playing.
  • The simplicity of the game makes it easy to understand, but there is enough challenge to keep you coming back.

The leaderboard is honestly one of my favorite additions because it gives you another reason to keep playing. Once you see those scores, you naturally want to try to beat them and make it onto the leaderboard. It keeps you hooked and makes you want to improve.

Final Thoughts

This game really does what I think it is supposed to do — it keeps you playing.

I couldn’t put it down! I genuinely wanted to continue playing, as you’ll be able to see in my VOD, but unfortunately I had other things I needed to take care of. 

I can tell that a lot of love, thought, and attention to detail went into this game. What could have been a very simple game has enough surprises, challenges, power-ups, music, and competition through the leaderboard to make it something that you actually want to keep playing.

I really enjoyed Bounce Back, and I think you did an amazing job. My community also loved it. I was able to involve my community during stream in my decision making of which power ups to choose.

Disclaimer

I’m providing this feedback from the perspective of a regular gamer and streamer. I’m not a game developer, so I can’t provide in depth technical feedback about the game’s mechanics, development, or programming. I’m simply sharing my experience as a player and streamer and giving feedback based on what I noticed while playing.

I’m also using voice-to-text/speech-to-text to write this feedback, so I apologize in advance for any grammar, spelling, punctuation, or wording mistakes. I wanted to provide my thoughts as naturally as possible based on my experience playing the game.

Developer

Thank you so much for playing and for taking the time to write all of this!

I actually watched the VOD, and seeing you spend around 30 minutes with the game and genuinely having fun with it made me really happy. There’s something very different about watching someone else enjoy something you made compared to just reading numbers or feedback on a page, so I really appreciate you sharing the stream with me.

It was also really cool seeing you involve your community in choosing the power-ups. I hadn’t really thought much about Bounce Back as something that could work well with chat interaction, so watching that happen naturally was really interesting.

I’m especially glad the game kept surprising you and made you want to keep playing. That’s exactly what I want the runs to feel like: starting simple and then slowly turning into something much more chaotic and ridiculous.

Thank you again for playing it, for sharing it with your community, and for all the kind words. It genuinely means a lot to me.

And now I’ll be keeping an eye on the leaderboard — I hope I see LSTRIKE climbing up there soon haha.

(+1)

It truly was very fun. Good job 

Jam Host(+1)

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

This is a great way to reinvent Breakout (it wouldn't be Pong as Pong would have you play horizontally rather than vertically)! I honestly found this a lot of fun to play! I could see myself getting addicted to this. There isn't even a lot of feedback I feel I could give for this, but I'll try anyway.

So first, I think everything should start smaller and balls should move slightly slower. The reason why is because otherwise this game can get very crowded very quickly as new enemies and effects and projectiles are added in. Doing this you make the arena "bigger" and leave yourself more room to prevent clutter. If you want, you could do boss fights zoomed back in to make them more engaging and challenging.

Other than this, I have two recommendations for changes to relics. My first recommendation is that you should remove relics that increase your main ball speed. To me, these feel like nerfs instead of buffs as a faster ball makes it more likely you're going to miss the ball and thus take damage. Instead, any relics that increase speed to balls should only do so for extra balls as you can't get hurt for not bouncing those back with the paddle (which I'm very glad for. Otherwise, extra balls would ALSO be a huge nerf).

The other recommendation is that you should make it that relics that only affect other relics should require having at least one of the relics they affect before they can show up. For example, any relics that specifically affect extra balls should only show up once you have a relic that gives you extra balls, whether these are fragile balls or solid extra balls. That way, the player can't get relics that they can't make use of until they have the required relics.

The last thing I can suggest is to have a means for the player to heal themselves without needing to get just the right relics to do so. Right now, you either have to get a relic that heals you every 3 levels or just get one that restores your health. While I think you should still keep the heal every 3 levels relic, I would say you should instead put in a currency system (either enemies can sometimes drop the currency and you have to try and catch them much like the power-ups in Breakout, or you get a set amount of currency for each level cleared that increases by a small amount up to a certain level) and a shop where the player can purchase temporary upgrades that last for a set number of waves and the ability to heal themselves. You could even make it that the player can purchase permanent upgrades to increase their max health while that the cost of healing increases with the player's max health.

I hope this helps you out!

Developer (2 edits)

Thank you so much for playing and for such detailed feedback!

I’m really glad you had fun with it, and “I could see myself getting addicted to this” is probably one of the best things I could hear about the game haha.

The readability/clutter point is something I’ve been thinking about a lot, especially as runs get more chaotic, so the idea of adjusting the scale/zoom over time is really interesting.

I also agree that ball speed can sometimes feel more like a downside than an upgrade. I’ll have to rethink how that interacts with the main ball vs extra balls.

The relic prerequisite idea also makes a lot of sense. I definitely want to avoid giving the player upgrades that are basically useless for their current build.

I’m not sure yet if I want to go as far as adding a full currency/shop system, because I want to keep the run flow pretty fast, but I completely agree that healing/sustain needs more options and less dependence on getting one specific relic.

And yes, I’d absolutely love the VOD link when it goes up on YouTube. Watching someone play is always super useful for spotting things I completely miss while testing it myself.

Thanks again for taking the time to play and write all of this, it helps a lot!

Submitted(+1)

I enjoyed it! I would love to see this as an app to download one day. I could see myself playing this on break between work and such 

Developer(+1)

Thanks a lot! I’m really glad you enjoyed it. An app/mobile version is definitely something I’d love to explore in the future, especially since the game fits well with shorter play sessions like breaks between work.

I’m also going to check out OPERATION PHOSPHOR — the concept looks really interesting from what I’ve seen so far.

Thanks again for playing and for the feedback!