Definitely plays alright as "bones" of a game, but it also needs some more to it.
I only played it against the AI opponent, so I'm definitely not getting the full experience (I think the opponent on high difficulty might need to be less forgiving [or at least stop eating the hay] )
At first, I felt the 2 minute timer was far too much time per round, especially for a phone game, but on reflection, certain games make 2 minutes feel lightning quick, but they have you doing alot of "plate spinning (i.e. managing positioning, thinking about all options at play, etc)"
I suppose in a player vs player environment with 2 evenly skilled players, the bombs have more impact (compared to their more fire and forget nature vs the AI), but if you're behind, there's hardly any control or decisions to be made on firing the bomb, while if you're (far) ahead, you can just camp while a bomb is "active" to block future bomb attempts. I think its actually rather frustrating being hit by the bombs even while ahead, due to how little agency you have regarding their appearance.
I'd look for different avenues with interacting with the opponent, or just going full reflex skill test game and remove that interaction altogether.
Thank you for your feedback. You are right about how using items may be cramping player agency. Including a "no-items" mode may work for those who want their matches to be a competition of reaction instead of a game of chance.
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Definitely plays alright as "bones" of a game, but it also needs some more to it.
I only played it against the AI opponent, so I'm definitely not getting the full experience (I think the opponent on high difficulty might need to be less forgiving [or at least stop eating the hay] )
At first, I felt the 2 minute timer was far too much time per round, especially for a phone game, but on reflection, certain games make 2 minutes feel lightning quick, but they have you doing alot of "plate spinning (i.e. managing positioning, thinking about all options at play, etc)"
I suppose in a player vs player environment with 2 evenly skilled players, the bombs have more impact (compared to their more fire and forget nature vs the AI), but if you're behind, there's hardly any control or decisions to be made on firing the bomb, while if you're (far) ahead, you can just camp while a bomb is "active" to block future bomb attempts. I think its actually rather frustrating being hit by the bombs even while ahead, due to how little agency you have regarding their appearance.
I'd look for different avenues with interacting with the opponent, or just going full reflex skill test game and remove that interaction altogether.
Thank you for your feedback. You are right about how using items may be cramping player agency. Including a "no-items" mode may work for those who want their matches to be a competition of reaction instead of a game of chance.