Thanks for the feedback. Whilst I definetly need to switch up the core gameplay loop, the core concept is definetly something I plan on working further. cheers!
Bailey Bridge
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Yeah there was a lot of bugs unfortunately. The barrier upgrade came around because my main playtester was my girlfriend, who got ALOT of gutterballs, which made me think it would be more helpful than it probably is. The split upgrade was a pretty late addition and was programmed to take the physics velocity of the ball that already rolling, but yeah clearly something went wrong with it.
The biggest bug, was the vending machine not resetting. This was supposed to reset to zero after each 10 rounds, meaning like each game you could get a different set of the random upgrades and actually give it that rogue-like randomness. Because that didn't work it just becomes like a flat power curve with the upgrades and you run out of stuff to buy pretty quick.
Either way, thank a lot for playing, and I really appreciate the feedback.
Thanks for playing and for the feedback, I definitely agree with the UI sounds, they were added last minute as an attempt to get some last minute polishing/improved feedback, but they get grating when you are in the shop so often. And yeah, I intended to have a screen early on with the balls greyed out with unlock conditions etc, but just couldn't find the time.
You get the new balls once you finish a game (10 sets). Honestly a mistake on my part not having a ball select on main menu with the unlock conditions or something for the extra balls. Unfortunately spent half the jam trying to get the physics to not freak out, so didn't get to polish a lot/lay things out like I'd have liked to. Cheers for playing and your feedback






My base sucked xP Overall good idea and fun, but timer a little long, could of used a speed setting