Comment by TeMPOraL
1 day ago
Thanks for the feedback!
Given how easy the port is, I'm now inclined to fix a few things to make it properly playable, so I'll address it :).
I agree, the moment I launched the ported version I remembered the core annoyance in playtesting was always the ball spending most of its time off-screen, with player waiting for it to maybe come back. I was thinking to solve it more by scaling - zooming out, like in the original game that inspired this - Warheads SE[0].
On the levels, looking at the code I _think_ I originally wanted fixed levels loaded from data files, the randomized order and lack of replay/progression was a way to cut scope for what was a contest entry.
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i love the improvements. thank you. the way zoom out works is really nice. retry and abort, all there. being able to retry after failing adds so much satisfaction to figuring out a level.
the only thing missing is a manual zoom or pan so that i an get more freedom to control the starting direction. some level are not solvable because the starting vector needs to go further up than the space allows.