Comments

Log in with itch.io to leave a comment.

I think the concept here is good and you can definitely see the potential for future iteration. The main thing I struggled with while playing was the fact the balls spawned at such an enormous range. For example a ball might spawn looking up then a ball looking down all the meanwhile being in any of 360 degrees. That's a lot of spinning and pitching! Tweaking the ranges would help a lot I think, along with spawn timing. Other than that I think it's a clever use of the asset pack. Nice job!

This is certainly on the more challenging end of the spectrum. While I get how the game is meant to be intense and leaves little window for reflection, it would honestly feel fairer to have the balls either change color or be highlighted in some way because honestly, having to figure out when is the ball clickable feels a bit like a redundant difficulty to me. Also, a bit more reaction on destroying a ball would definitely boost the experience, as I understood this game is meant to have a cheery, sporty vibe with vividness to it, even just a screen shake would be enough.

I like how real the scene is. The skybox fits the dodgeball theme very well. I think the background music makes this game easier and more comfortable. Without the background music, I think this would be a horror game. I like the simple mechanics of clicking dodgeballs. My only concern is that the balls come from all directions and it's really hard for me to notice each one of them. I can only get no more than 5 scores. As for critique, I would suggest that making dodgeballs coming from 180 degrees instead of 360 degrees or slower the speed of their moving. Overall, your ideas work very well. Nice work!

The fuzzy filter layered over the panoramic background is a unique artistic choice, it gives an otherwise static image a touch of life without being overly distracting. My biggest issue with the gameplay is that, while there is a warning once the dodge balls come within range, it's just too difficult to tell where they could be without some sort of directional indicator. There's no way of knowing how far the player is able to "shoot" to make balls disappear either, so, while I'm waiting for one ball to come within that ambiguous space (and is, for all I know, causing the warning flash), another could easily sneak up on me from any direction. That being said, I still had fun trying to find the rhythm of the game, whipping around and eliminating dodge balls left and right, and I think some tweaks to the interface could go a long way. Nice work!

This Game feels fun and hard like the really dodgeball! I think the control is hard mainly because the mouse movement is too sensitive, but it has its own flavor after you get used to it. I like how the arrow sprite get blur a little bit when you turn. The skybox looks really nice but somethings it's hard to tell which direction the ball is coming from in the skybox (sometimes I feel like the ball is coming from the ground?). It will be nice if the game can add something that helps player to estimate the direction of the ball (like if there is a ball coming from the right and it is outside of player's current sight, a right arrow sign will pop up) Overall this is a really challenging game, and I really enjoy playing this. Great work!

(1 edit)

This was cool Philip! I think you used the assets really well and the little noise effect you got going on the skybox is kinda neat. My only gripe with this was how it's balanced if that makes sense? I kind of wish there was another arrow pointing in the direction of the closest ball, but that gets rid of the fun of looking for where the ball is. I guess the best way to describe my mixed feelings is that a lot of balls got close at once and it was hard to move fast enough when they were coming from every single direction.  Maybe this is bad advice because I just get overwhelmed easily, but maybe if there were fewer directions the ball could come from that could be better?
EDIT: Ok so I went back and replayed it and I think I got overwhelmed because I couldn't get rid of balls that were too far away and I had to let them get close in order to click on them. Sometimes my click didn't work, but we didn't have much time to make these so that bug being there is totally understandable!

Either way, I think what you have was good and it's cool that there's a whole high score system too. Good job!