Fire Balls in Space to land under a platform to score points. Calculate Gravity pull is key
I liked the subtle twist, like gravity was turned upside down. I think the description of it being like a space carnival game is really apt - simple to learn, but tough to master! I also really liked the starfield background. It was mesmerizing to watch as I was trying to time my launches for those pesky 500 blocks!
I didn't think I'd have so much fun despite how simple the concept is! I feel like it's well executed for what it is, though I would wish for some way to gain balls, let it be through reaching a certain amount of score, doing a good shot, or going through a level, but it's really not a big deal.
Out of habit, I figured out the left/right arrow keys move the ball launcher, but I don't think it's mentioned anywhere, you may want to fix that unless I'm mistaken!
The graphics are also simple, but they feel coherent and nice to look at, so good job with those!
Overall, I think it's just a nice game. Only about 5MB too!
This is a pretty good concept brought to lfe. I appreciate your explicit behavior regarding the controls and intent. That's really good jam design. The 'upside downedness' or 'buoyancy' kind of physics are an interesting choice. I'm curious why you favored that over traditional uppy downy gravity. Ultimately, it felt great, worked well. Time to add some muisc and particle effect IMO.
Thank you so much for playing my game. It means a great deal.
I chose the upside down approach because I wanted to have the cannon change positions on the screen, left, right, top, bottom but there just wasn't enough time.
You are right, it is time to add some music and particle affects.
I am going to add some bonus up too:
If anyone can think of more that would be very cool.
Thank you all
Simple little game but decently fun, even if it took me a while to get the hang of it (skill issue on my part). Impressive doing it all using pure SDL3 and C++, I have to respect it. How did you do the shimmer effect on the stars, drawing different primitives every frame? As far as improvements go, I think a way to restart without using all your balls up would be nice (maybe one exists?), since if you want a decent high score you can't really afford many misses from the beginning.
Thanks for playing the game.
The shimmering is done by using 5 different colored balls in my tile sheet and randomly picking one every frame. I also randomly adjust the size. You pretty much hit it right on the head. It was like ten lines of code.
Yeah, to get a high score you do need more balls, so I think I will add some bonus ups to get more balls, and some stuff to increase the score.
Thanks for the suggestions, it is greatly appreciated.
The concept is quite simple, but the learning curve is quite fun. Getting a feel for the timing needed for various shots is very rewarding. Mixing the effect of the charge duration and the target speed/distance hits the right type of fun for me. I've always enjoyed games you have to get a feel for over games about reaction time or puzzles.
It reminds me of random flash games and other free games I played as a kid. I would play to get the top score if I had more time. Great work!
# | User | Score | |
---|---|---|---|
1 | ![]() | 6300 | |
2 | ![]() | 3900 | |
3 | ![]() | 3000 | View all 3 scores |
So here it is…
Game play is as follows: