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Bounce Beasts: you throw the monsters into a pinball board (free browser prototype, ~8 min) – did the first minute make sense?

A topic by Marihu Games created 3 days ago Views: 126 Replies: 8
Viewing posts 1 to 5

hey, solo dev here. made a small one-week prototype, free in the browser, no download: https://marihugames.itch.io/bounce-beasts

you don't fight the monsters, you fling them into a pinball board. every peg they hit costs them 1 hp. if one lands alive it climbs back up and bites you. after each level you get to place a special peg.

takes about 8 min. would love to know:

- did you get what to do in the first minute?

- did you feel like starting another run?

- where did you get stuck or bored?

if you finish a run there's a "copy play code" button, paste it in the comments on the game page with your answers. it's just numbers from the run. happy to try your game too

ai disclosure: code and text were made with ai help. visuals and sound are generated by code, no ai images or audio.

This game would be a lot more fun if I got to place more pegs. I did not want to do another run. It was not very fun.

thanks for trying it, this helps. how far did you get before you stopped? and was it mostly the small number of pegs that made it dull, or something else too?

I don't know if it was more than just the small number of pegs. That is what stood out the most. I beat the boss.

thanks, that's really useful. more pegs is the top item for the next build.

I like the idea of this game, but the number of items I can place is sad, I’d like to see a greater variety.

Thanks! Fair point — one peg per level does feel thin. Would more pegs per level, or more kinds of pegs, make the bigger difference for you? And was there any level where you got stuck?

For a first-minute clarity ask: tip — film one silent cold start and mark the first hesitation before the fling loop clicks. Fix only that beat before adding more special pegs; peg variety rarely saves a muddy first throw.

Hey.
I reached the end of the game without too many issues. It was enjoyable, but by round 4 or 5 I had 2 magnets and a couple of attack pegs and I created "kill zone" that I managed to send monster into pretty reliably... Getting that extra control with the magnets, then the tilt and then the flipper paddles made the impredicatbility of the bounces a lot less of an issue, but also it made the game a lot less challenging.... So double-edged sword in a way.
I could see this become a little puzzler that I would want to come back to provided that: 
- The art / sfx was a more polished and enjoyable... It would need to be more of a proper and distinctive experience,
- The balance between the unpredictability and the strategy was dialled in well,
- And  that the weapons typing had a more discernable impact on monster typings (I barely noticed whether the fire peg damaged the ice monsters more than the fire monsters for example)...
Cool little concept... I'd polish the execution. Godspeed!