Cool concept, really fun, yet simple game. I had a feeling the start was a little slow, but once I got my economy going and a bit more ammo it was very satisfying. I would suggest that first waves didn't spawn on side cannons as they take hp hits as well and you can die to RNG in very stupid way.
The game's difficulty seems to accidentally be very overturned. One of the game's core mechanics revolves around how the ball will continue to bounce until eventually re-entering the cannon. at which you can refire. This however leads to any shot that does not immediately reenter the cannon to aimlessly bounce while the player is left defenseless. Unless the idea of the game is to control the angle of the ball so that it never bounces, this mechanic serves as more of a nuisance than a benefit. Also, despite my best efforts, I have yet to be able to purchase an upgrade as the inability to defend effectively leads to the game ending too soon. Regardless of everything I've stated, the game in theory is quite enjoyable.
The difficulty in the early game is intentional. The ball bouncing around helplessly is there to create immense tension and either frustration with the near miss or extreme satisfaction when combos are hit.
As the game progresses the tension shifts from watching an individual ball bounce to managing ammo as a resource.
I also like to ensure that no playthrough is completely wasted. Upgrades and purchases carry over from run to run, progression is spread out over multiple runs rather than individually.
That's a really fun game. I had to restart it for it to work properly as it didn't seem to be able to earn points properly at first. I was making a point for every 6 or 7 enemies, but a reset player stats and game reset fixed it.
Made it to Wave 42 on my third run.
Not entirely sure what Yeet Force is. I am guessing it's the power with which the balls are launched.
I just noticed your message about the points system being broken. Hopefully my fix works for everyone.
Thank you for bug testing it! I appreciate it. Yes, yeet force is shot force strength. Makes balls go faster.
I'm glad you were able to find a work-around. I made this prototype before learning that webGL has a tendency to mess up the functionality of player prefs. I'm still working on a fix.
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Cool concept, really fun, yet simple game. I had a feeling the start was a little slow, but once I got my economy going and a bit more ammo it was very satisfying.
I would suggest that first waves didn't spawn on side cannons as they take hp hits as well and you can die to RNG in very stupid way.
I can fix that pretty easily. Thanks for pointing it out
The game's difficulty seems to accidentally be very overturned. One of the game's core mechanics revolves around how the ball will continue to bounce until eventually re-entering the cannon. at which you can refire. This however leads to any shot that does not immediately reenter the cannon to aimlessly bounce while the player is left defenseless. Unless the idea of the game is to control the angle of the ball so that it never bounces, this mechanic serves as more of a nuisance than a benefit. Also, despite my best efforts, I have yet to be able to purchase an upgrade as the inability to defend effectively leads to the game ending too soon. Regardless of everything I've stated, the game in theory is quite enjoyable.
The difficulty in the early game is intentional. The ball bouncing around helplessly is there to create immense tension and either frustration with the near miss or extreme satisfaction when combos are hit.
As the game progresses the tension shifts from watching an individual ball bounce to managing ammo as a resource.
I also like to ensure that no playthrough is completely wasted. Upgrades and purchases carry over from run to run, progression is spread out over multiple runs rather than individually.
Super Bounce Mayhem!!! Gamepla
That's a really fun game. I had to restart it for it to work properly as it didn't seem to be able to earn points properly at first. I was making a point for every 6 or 7 enemies, but a reset player stats and game reset fixed it.
Made it to Wave 42 on my third run.
Not entirely sure what Yeet Force is. I am guessing it's the power with which the balls are launched.
I just noticed your message about the points system being broken. Hopefully my fix works for everyone.
Thank you for bug testing it! I appreciate it.
Yes, yeet force is shot force strength. Makes balls go faster.
I'm glad you were able to find a work-around. I made this prototype before learning that webGL has a tendency to mess up the functionality of player prefs. I'm still working on a fix.