- Space, Z, or left click to change scenes or launch a ball - Arrow keys or A/D to move the paddle - Q or Esc any time to quit
During the Submission Hour, I discovered and addressed a defect in which the ball will occasionally slow down instead of speed up. This has been fixed in a bug fix release on GitHub, which you might want to download instead of the 1.0 version linked below.
@matt-burton Sorry about its being Windows-only. I had motivation to use UE4 for this project, but the result was that I couldn't easily produce a Web build or other alternatives.
This is a great variation on Breakout. I think Steve Wozniak would be proud. I really liked how wonky the graphics got as you got more chains. I also like that you were doing the game jam with your students as well--me too!
Liked the, to the point, graphics and sound effects. The music got a bit repetitive after a while. The cool distortion effect, almost gave me motion sickness :dizzy: But still I liked it.
@incd021 If you want to have a really good time with the fisheye effect, you can take advantage of an undocumented debug key in the game. Numpad * will clear all the bricks on the board, and each board increases the intensity of the effect. Knock out a few boards this way and you'll see how very strange the experience can get :)
I'm partial on this. On one side it's a very solid and polished game, technically excellent. On the other hand I don't like the floaty paddle movement, and the fish eye effect, while technically impressive, is highly distracting to the actual game play :)
The big download size is almost entirely the girth of Unreal Engine. It's definitely more engine than I needed for the project, but I had other reasons for wanting to explore a few UE4 features. There are ways to trim the size a bit by disabling plugins and such, but that fell out of the scope of the jam.
The floaty paddle movement--and the mesh for the paddle itself--were coming up on my to-do list when we ran out of time. I was also helping another jammer with the upload and publishing process, which took a bit longer than planned. Still, better something than nothing.
The fisheye effect was really all the game is about. It gets harder only because of the increasing intensity of it. That is to say, its being distracting to the gameplay is part of the design :)
As others have said the polish is very good :) My favorite part was the transitions between the menu screen/game that well done! Ran into a few bugs with the ball disappearing but other than that keep it up :_
I like the elliptic paddle. Missed to play it with the mouse though, and it is a little laggy on my i5 Thinkpad which I would not expect from a simple game like this. I served the ball to outer space once and the paddle can go out from the bounds but those are minor bugs. Well done for 48 hours long a Unreal Engine experiment!
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@matt-burton Sorry about its being Windows-only. I had motivation to use UE4 for this project, but the result was that I couldn't easily produce a Web build or other alternatives.
The cool distortion effect, almost gave me motion sickness :dizzy: But still I liked it.
Great job :thumbsup:
I'm partial on this. On one side it's a very solid and polished game, technically excellent.
On the other hand I don't like the floaty paddle movement, and the fish eye effect, while technically impressive, is highly distracting to the actual game play :)
Also, 100MB ?!?
Still, well done!
The big download size is almost entirely the girth of Unreal Engine. It's definitely more engine than I needed for the project, but I had other reasons for wanting to explore a few UE4 features. There are ways to trim the size a bit by disabling plugins and such, but that fell out of the scope of the jam.
The floaty paddle movement--and the mesh for the paddle itself--were coming up on my to-do list when we ran out of time. I was also helping another jammer with the upload and publishing process, which took a bit longer than planned. Still, better something than nothing.
The fisheye effect was really all the game is about. It gets harder only because of the increasing intensity of it. That is to say, its being distracting to the gameplay is part of the design :)
Cheers!