CyberPong
STILL IN DEVELOPMENT
A re-creation of a classic arcade game, but with a cyberpunk feel. Originally created for GDFG Monthly Jam #15, but was unable to submit in time. Critiques welcome. Thanks.
CONTROLS:
Keyboard:
W/S - Up/Down
Arrow Keys or mouse to navigate menus
Enter or LMB for menu selection
ESC - Pause
Gamepad:
Left Stick Up/Down - Up/Down
Left Stick Left/Right - Left/Right in Menus
Start/Menu Button - Pause
A - Menu Selection
KNOWN BUGS:
-Pause menu not navigable with controller
-If you return to the main menu from the pause menu, the buttons do not function
Comments
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Nicely done! Love the screen shake and the effects on the ball. The aesthetic is very nice.
I think the ball could use some acceleration as the round increases in length or every time it hits a paddle for two reasons: It would heighten the tension as volleys go back and forth and it would make the first contact easier. As it is now, the player has, in my opinion, too little time to react to the ball when it is passed from the middle of the screen at the start of the round (especially as the paddle gets smaller) which can feel unfair.
Great job overall though! Solid project!
Thank you for the feedback! Agreed! I should definitely implement the 3 second countdown timer on the first volley just like after scores. That would be more fair to both sides. Currently I have the opponent increasing his speed variable after each player score to increase the challenge. I think the ball would make more visual impact like you mention. So I think I would have to increase the ball speed and opponent speed (opponent slightly more). Thanks again for the awesome feedback and taking the time to play the game!
Excellent! Very well polished! The gameplay itself looked excellent and the sound effects and music all fit cohesively.
I'm curious what your model for the AI looked like?
Are you planning to do more with this project?
Did you find the music from Freesound.org as well?
Thanks for the feedback and playing my game! The "AI" is just a super basic script (see below)
export var speed = 250
var ball
func _ready():
ball = get_parent().find_node("Ball")
func _physics_process(delta):
move_and_slide(Vector2(0,get_opponent_direction()) * speed)
func get_opponent_direction():
if abs(ball.position.y - position.y) > 25:
if ball.position.y > position.y: return 1
else: return -1
else: return 0
I have a couple things left I want to implement and bug fixes. I also wanted to get the GDFG community critiquing it because I find other game devs tend to have pretty sound advice on things to tweak or add :)
Yes all sounds were from Freesound.org!
Haha wow that's awesome. I'm so fascinated by the different approaches to AI...sometimes the implementations are so simplistic.
I'll have to checkout Freesound.org - in the past I've mostly just looked at opengameart.org but I liked what you had