is this game mechanic fun?

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panikoman
Posts: 20
Joined: Tue May 20, 2025 5:31 am

is this game mechanic fun?

Post by panikoman »

I'm working on an Arkanoid clone, but with a twist: to break the block, the ball must match the color of said block, which you can change using buttons A/B. I've been playing a bit and it's not as fun as I thought, and I would like to know your opinion. If you have time, please, take a look and post your thoughts.
ssh1.png
t10.nes
Note: on messen the colors of the ball/stick aren't fixed due to a known bug.
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gauauu
Posts: 793
Joined: Sat Jan 09, 2016 9:21 pm
Location: Central Illinois, USA

Re: is this game mechanic fun?

Post by gauauu »

Here's my thoughts on it, but take it with a grain of salt that this is just the thoughts of a single opinionated person.

First, I think that arkanoid/breakout clones are rarely fun. Primarily because the the player has very little (or no) agency in trying to complete the goal. The goal is clearing the board, but mostly all you do is try to not die, and wait for it to eventually clear. (this admittedly depends on the physics and details. Some clones have more agency in impacting the physics than others). Trying not to die usually consists of "line up your paddle with this slowly moving ball". So the thing you're primarily doing doesn't offer you much choice, doesn't directly impact your progress on the goal, and (depending on the exact physics), is usually more tedious than exciting/suspenseful.

Ok, with that out of the way, how is your mechanic? I think it's a clever idea that adds a little bit of interest to the game. With this change, I actually have to DO something while waiting for the ball to come back. My play has a little bit more impact in actually achieving the goal. So I think your mechanic is more fun than the game would be without it. But I don't think it's quite enough to rescue the otherwise-tedious gameplay of a slow-moving arkanoid clone.

I also think the paddle on top (which you didn't mention) is another improvement, giving the player more to do instead of only defending one side. (although it also prevents the one exciting "bonus" thing that happens in an breakout game: when you get the ball up at the top and watch it rapidly clear the top of the board)

I notice that there is no penalty for missing the ball -- I'm assuming that's just unfinished programming, as opposed to a design feature?
Drag
Posts: 1708
Joined: Mon Sep 27, 2004 2:57 pm

Re: is this game mechanic fun?

Post by Drag »

I don't think making it harder or more complicated to hit the bricks in an Arkanoid game is going to add much to it, since in base Arkanoid, it's already pretty hard to hit all of the bricks. :P

Instead, take a look at Go Bonkers from the Genesis version of Action 52 (yeah, I know); it has the same mechanic you're trying to add, except you control the ball directly, and you hit color-change blocks to change your ball color. It ends up being one of the most entertaining games in the collection (although the bar's not very high with Action 52)