[GAME][Cannon Bowling 3D] Public alpha on Play Store

Hello guys, how are you?

I’ve finally finished the beta version of my Cannon Bowling 3D game, which is a game that I have been working during both the Bowling section from the unity course and during the Assets section from the blender course.

I’ve modified it A LOT from the original version that is shown in the class, I’ve spend over 300 hours so far and I’m planning to release it within one or two months, and I would like your feedback to improve it and help me decide if I should improve and keep developing it or not.

Cannon Bowling 3d - Play Store Open Beta

Goal of the game:

The Player have to complete all the objectives that appears at the start of each level.

User Interface and controllers:

1 - Secondary Camera that follows the pins;
2 - Distance between the cannon and the chosen pin formation;
3 - Wind;
4 - Open Options Panel;
5 - Open Objectives Panel;
6 - General level information;
7 - Change the Camera (Cannon Camera, Scope Camera and Orbital Camera);
8 - Shoot - The player have to hold this button in order to fill the power meter, if the player pull the button to the left or right it will increase or decrease the speed in which the Power is filled;
9 - Open the Advanced information Panel;
10 - Open the Fine Tuning Panel;
11 - Fine Tuning Panel;
12 - Advanced Information Panel.

Future plans:

1 - Rework the UI art;
2 - Add Splash arts, loading screen etc;
3 - Add more mechanics and more levels;
4 - Perhaps add the option to buy new parts to the cannon, new balls and new skins too (it will depend on if I will continue developing it or not);
5 - Create an ingame tutorial.

Things that I’m already thinking to add:

Mechanics:

  • Medieval levels with moving bridges/doors;
  • Science levels where the player has to make more use of the physics in order to complete the level;
  • Moon level with lower gravity;
  • Island levels (perhaps even ship vs ship environment);

Monetizing:

  • Add a “coin” system where the player can complete secondary objectives to get it;
  • Allow the player to buy special balls (balls with spin, flying balls, exploding balls etc.);
  • Allow the player to improve the cannon with parts that make it more powerful (triple cannon, chaining shoot cannon, long range cannon etc);

I have worked a lot in this game and @Rob helped (a lot!!) me with feedback and ideas, I would like to know what do you guys think too, it is very important for me!

Best Regards,

Updated Fri Mar 17 2017 16:06

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Get it on Google Play

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I enjoyed the game, but had a frustrating time learning it. I didn’t read any of the above stuff for some reason (and still haven’t read most of it) and I just tried the game “raw” after it came on my phone. I found the user interface to be clunky and annoying and it really got in the way of enjoying the game. The game itself was appealing in that weird way that many mobile games tend to be. There’s something attracting in the re-iteration of mistakes… that didn’t work, I’ll try this way now. Okay, this way.

What did I like the game? I don’t know. I liked shooting bowling balls out of cannons and trying to hit pins? The basic game has good, decent, straightforward gameplay. It’s not a deep game, but that’s part of the appeal, too.

This post is mostly about the stuff I didn’t like. The stuff that kind of got in the way of my having fun for a few minutes on my phone.

Which leads me to the timer. I hated that timer. The timer mechanic was annoying because it literally got in the way of my gameplay. I understand it’s purpose, to keep me engaged… and it did. I had a constant sense of rush. But immediately and spontaneously, while I am focussed on the minute details of the game and lost in its own little world… bam! shut down. You lose. That’s a bit disorienting and feels… I don’t know, bad. It also just generally feels kind of weird… I’m playing the game, and now the game suddenly ended and I guess I should stop playing now? It doesn’t lend itself to my wanting to jump back in. And the desire to go see a wacky bowling ball flying through the air again is a little tempered by the fact that the timer is also going to be waiting for me.

I’m not saying to get rid of the timer, because it did do some constructive things for your game, too. Part of the problem is that the game ending felt like something that was done TO ME rather than something I did. When you die in a video game, usually it’s because you made a mistake. It’s obvious. If you don’t want that to happen, simply don’t do that same thing. With timers, it’s a lot more abstract and you’re not really left with the sense that your decisions resulted in the game’s end.

Maybe this was just bad play on my part, but sometimes I forgot about the timer because I was having fun. I knew the timer was there so I was still in a rush, but I wasn’t looking at it so I had no conscious knowledge that the game close to ending until it ended. The end result felt like when you’re working with a program and it suddenly crashes back to desktop.

This can probably be fixed with more warnings to the user about when the timer was running low. Maybe large numbers could flash on the screen occasionally. Maybe the color of your cannon can change. Maybe the sky can get darker. I don’t know. It’s something to think about though. I mean in console games you have tools like music tempo and auditory cues to help you convey this sort of information without distracting the player.

It took me forever to figure out how to shoot the cannon ball. I mean pressing the fire button just drops it to the ground, but I had no idea how to adjust my cannon or add power to the shot. Using the “fine tuning” controls were obvious, but the controls were so fine that this turned out to be a terrible way of moving the cannon to fire at an angle. In fact, many times it felt like the cannon didn’t even move when I pressed the button. If I hadn’t been so determined, I might have just quit the game and made the assumption that the game was broken… the directions don’t move the cannon (much) and the fire button doesn’t shoot the ball (very well). This is the sort of thing that sends people straight to the app store to leave bad reviews.

To move the cannon, I used the camera button. I still don’t know if that was the way I was “supposed” to do it or not, but that’s the only way I could get it to work. Shooting the ball was fine once I learned how to do it, but as I said, that took a long time. There wasn’t really any indication that I was supposed to hold it down, and no other buttons work that way. (Or do they? Maybe I should try that.) But just pressing the button which if the first thing you try had a very disappointing result. I suggest maybe putting in something that prevents the shot from firing and educates the user if there’s not enough force.

Despite being able to finally fire at angles, I found the optimum tactic seem to be to just fire along the ground at low power. Again, I don’t know if I was “supposed” to do this (I don’t think so), but that seem to be the most effective way to ensure I hit the pins.

Which leaves me to my final and most important bit of feedback. The “mini display” that shows the status of the pins… was reversed. After I knocked the pins on the right down, the mirror-image mini-display showed the pins on the left knocked down. So when I tried to “fine tune” my shot, I accidentally fired at the pins already knocked down. That was funny, but definitely needs to be fixed. As you add levels, you’re probably going to run into this situation a lot more if you don’t find a way to match the rotation of the perspective of the main camera.

Finally, there’s something a little bit odd-feeling about the openness of the world. Obviously it’s very flat and featureless, and maybe that’s a large part of it, but honestly I think it might also be the colors. The colors don’t seem to blend well. I don’t know exactly what means as I’m not a color artist by any means, but it just feels off. The ground feels too bright for one thing. Maybe it’s just the way my phone displays it.

But it’s not just the visuals that feel weird. It’s the oddness of having a gigantic open world and get the playspace we are concerned with is so tiny. This is probably just a result of the world being so flat and open; I’m not sure. It just feels a little odd that I’m always trying to focus on this one little point on the screen and ignore the big wide world around my cannon. I haven’t really felt that way since Delta Force had me sniping at moving pixels hundreds of yards away. I’m not sure what the fix to that is. I kind of felt the same way with my own Bowlmaster game and didn’t really feel the situation was solved until I filled the empty space with lots of ambiance graphics and added the look and sound of a bowling alley. Your ideas of adding terrain and walls and stuff might make this a thing that solves itself as you flesh out the game, but I wanted to give full feedback on the game as I currently played it.

That’s all my feedback for now. I hope none of this gave you the impression I didn’t like the game. I think there’s potential for a really neat game here. As it is now, I feel like there’s elements about the game either present or missing that are getting in the way of the core fun.

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Thank you for this rich feedback @Anthony_Juarez, it is very helpful!

I’m glad to know that you enjoyed the game!, yeah I don’t like the UI either, but I’m awful at doing UI art and I’m not sure how I will do that but I will change it eventually (and before releasing), do you recommend something regarding it?

and that’'s exactly what I need, means to make the player have fun with the game and stick to it, thanks for this kind of feedback!

I see what you mean, and I agree, I’ve made it as one of the possible objectives but I think that I abused too much of it (Rob said to me once that the timer was annoying, I decreased the frequency that it appears as objective but it is still annoying), now I see that I have to really limit it to a few rare levels and add a kind of warning whenever the player is running out of time. I agree that the player have to feel that is his fault when he loses and not a game mechanic.

I’m currently working on an in game tutorial to show how the game works, but even though I think that the game has to be self-explanatory, I will change the “shoot” button when I change the overall UI and I’m probably going to add a “Hold” text to it or even make it shot only if the player has filled at least 10% of the power meter. There is a sensibility modifier to the fine-tuning menu (4 levels of speed), and the default is the slowest one, perhaps I should make another speed as the default sensibility for this menu. I don’t want the player to leave bad reviews just because of that :cry: (and I think that I can see now that people would write “I press the shoot button and nothing happens” or “It takes ages to turn the cannon”)

This happens only in the first environment (it is a way to make it easier for the player to get used to the game, it is less punishing), from the level 9 and onward the environment is different and the drag is higher too.

Never actually though about that, and makes total sense, I will make sure to keep the same perspective as the cannon camera, this falls into the same problem of missing because of the game mechanic and not because the player’s fault.

I’m having problems to increase the performance for android devices, so I’m still figuring out how to fix the performance problem before adding more things to the world, also this part is very demanding on time and I don’t want to get to that point if turns out that this game has some core “fun perspective” problems and I’m still wasting time adding visuals where I could continue to other projects without those core problems. That’s the second reason why I’m trying to get as much feedback as possible, to help me decide if I just finish it up without polishing it too much or if I should polish it and monetize it with API and new mechanics/levels, what’s your opinion on that, do you think that it could be a fun game after fixing these annoying problems?

Than you very much! It was an amazing feedback and it will help me a lot!

By the way, I’ve updated a few changes yesterday:

*Added a loading screen between scenes;
*Added more information within the level selection screen (such as Highest Score personal record and objectives);
*Added a small mark that shows to the player the power of the last shoot in the power meter;
*Added the option to go to the next level after winning or restarting the level when the player loses;
*Fixed some bugs.

Currently working on:
*Tutorial;
*Making the levels start locked and unlock it as the player progresses;
*Making some changes pointed by a few awesome people that toke the time to send me feedback (love you all :heart:)

Some users/testers will find it hard to focus on what really matters - gameplay - with placeholder graphics in-game.

If you want a source of temporary artwork for the UI you can find some on kenney.nl - licensealbe for all use, crediting him prefered.

have you toyed with the idea of larger pins? Seems a little incongrous to fire a high momentum, high mass cannon ball at small/regular sized pins [or a suggestion for a level, or perhaps it’s already even a level and I’ve only just played a few :rolling_eyes:]

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I see, thanks for the link! I’m taking a look to see if there is something that fits well =D

I’ve thought about it actually, I do want to add more types of pins but not sure yet how to fit them into the gameplay in a reasonable way, I’ve also though about adding more type of cannon balls such as spinning balls (the player have a slight control in middle air), flying balls (player have a lot of control over it), “Bola balls” (the one that has two spinning balls linked by a rope) etc. I’m still fixing the core of the game and eventually if it does make it to the google play market I will add more mechanics and levels.

So most of my review was based just on Level 1, and a bit of Level 2. I mistakingly thought in playing out the first level, I basically had the game figured out and reviewed it accordingly. I think you can expect that reaction from your general audience, too.

So far, the most fun level I’ve played is Level 5. It has the core shooting experience with the added complication of having to shoot indirectly. Watching the ball bounce off stuff and hit obstacles is way more fun that watching it miss your target and have it sailing off into the distance. I suggest replacing Level 1 with a level like this one, perhaps with shorter walls. Or one wall. Just enough that the player can’t fire directly and that he already starts to build the skills he’ll need in later levels.

This game has a surprising amount of awesome things to discover, but its initial impression doesn’t give a hint about it’s awesomeness. Today, it called me a Sniper. :slight_smile: That’s a pretty good feeling when you do something in the game, and it recognizes it and congratulates you. It’s what other games’ achievement systems are supposed to do but fail at.

The level design is really nice too, starting with the introduction of that (damned!) black pin. I hate that pin. I really enjoy hating that pin. It adds a lot to the game.

I figured out that you can aim the cannon by swiping on the screen regardless of your camera position, even from the default view. I didn’t notice before, I think, because the apparent movement of the cannon is so minuscule. I think there needs to be a large indicator to give the player feedback when he moves the cannon. Whenever a player presses a button or swipes on the screen, he should experience feedback if that control was registered and did something. I don’t feel like the feedback is enough. Now that I know to look for it, it’s not much of a problem… but it was Level 4 or so before I discovered this. And you can see, I already posted a review above about how this feature was missing. It was there… I just didn’t know about it. And that’s a problem.

I love, love, love the feature that shows the power of your last shot. This probably improves the most important element of the game by like x10. The most important element of the game is encouraging the player to try again after he has shot the cannon and watched the results. This feature goes a long way to doing that, helps the player to learn from his mistakes, helps him to develop skills in interfacing with the game and understanding its mechanics, and reduces the guesswork from his shots making his decisions more meaningful. In short, the game is just better in every way. This is why good UI elements are so important. (I thought I just didn’t notice it before somehow; I didn’t realize until now that it was a feature you added.)

Last time, I talked about timers and this time my concern is with scoring objectives. Get X points is kind of a weird goal when I don’t really know how to get points or how many points anything’s worth. I think if you’re going to have goals like this, the main UI is going to need more pop-up texts or progress indicators. I don’t usually keep track of my score anyway.

That being said, I like all the various scoring bonuses you have built in. It adds an “exploration” element to the game that is further reinforced by the excellent level design. Unfortunately, I still don’t think the game communicates your goals very well. (Also, that wall of text scorescreen or whatever it’s supposed to be… that looks boring. I often skip that and then realize it probably had some useful information… but it doesn’t matter, because I want to get back to shooting. It’s the main draw and appeal of your game and you provide a means of getting back to it quickly, which is good, but then leave important information that can’t be accessed from there. Often times I’ll have to lose the game a time or two just to learn what causes me to lose the game.

Which brings me to my final point (this time), and it’s kind of a weird one just to think about… what’s the point of losing? I mean, if I shoot and I miss, I can press the button (or wait awhile, but I never do that) to go back to the cannon and shoot again. If I miss and hit an obstacle, I can go back and shoot again. If I don’t have enough power, I can go back and shoot again. Until suddenly, I can’t. I lose. I’m at the loser’s screen. But I can hit a button and go back into the game, appearing at the cannon, ready to shoot again. So what was the point of that, really? I mean, it does do SOME useful things like it reinforces a sense of consequence (punishment?), resets the pins, and it reminds me of the objectives… but is that really necessary? Is it worth the negative consequences of telling the player they lost and, perhaps more importantly, interrupting their gameplay? Perhaps the losing screen can be replaced with an introduction scene with random tips and a diagram of the course or something…? Or got rid of altogether? I don’t know. It may not be a big problem, but I think it’s something to at least think about. I found myself skipping through that loser screen in an attempt to get back to shooting as quick as possible, the way I often skip watching my ball miss after it flies past the pins.

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I can’t thank you enough for keep testing it, your feedback is helping a lot!
I’ve made some changes accordingly with the feedback you gave the last time, the current version that I’m working on already have these:

*I’ve limited the frequency that the timer appears as an objective, and already added an animation that starts when the time to lose is under 10 seconds;
*I’ve edited all secondary cameras from the game, making sure that it keeps the same perspective as the cannon;
*I made so that if the player just press the shooting button nothing happens, the power bar must be at 10% at least in order to shoot (this made a huge difference, thanks a lot for pointing it);
*Increased the default values for the fine-tuning panel and for the touch sensibility;
*Changed a little bit the terrain at the first environment, it’s not flat anymore and I’m planning to add some cosmetics 3d models to it in the future (if I keep developing this game);

I’m glad to know that you have played through the first couple levels! After the 8th level things starts to be more interesting, the environment changes a lot. Never though about wrong assumption caused from the first level, it was meant to help the player to start slowly, what do you think about illustrating the obstacles and the core of the game within the splash screens? Now that you said it, perhaps would be a good idea to make the tutorial with some of these mechanics, since it is the first thing that the player will be going to see it would be a good idea to show him what to expect from the game, and after the tutorial it resumes the gameplay from the level 1 so the player can slowly grid through the levels.

I’m happy to know that you had some fun playing it! :smiley:
I was planning to give some information to the player regarding those bonus (the Sniper bonus, for example) and regarding how much score each pin provides, but I’m not sure if the right place for this would be in the tutorial, what do you think about the loading screen? I could randomize those information/curiosities with some AD’s (I want to get a feeling about how monetizing works, even if I only earn a few cents from the game), and since it is good to keep a control about how many ads can appear per minute, it would be a good way to balance it.

Even though it will be explained in the tutorial, I want it to bee intuitive, perhaps I could add some effects such as sparks (particles) appearing when the player rotates the cannon, what do you think? any ideas?

You are not crazy! it wasn’t in the first build you tested, I’ve added it a few days ago when a friend of my said that it would be a good thing to have.

I was thinking about telling the player those informations about how much each thing gives in the loading screen, it helps to slowly give information to the player and also keeps a little of the “Exploration” feeling too.

I hate that scoreboard but I’m not sure how I could give those information otherwise, the mobile screen is very small :cry: do you have any idea about how I could improve it? Perhaps I could add a starting panel that indicate what the objectives are instead of using the scoreboard for this (it would be less noisy since the player would be looking only at the objectives).

A friend of mine gave me a brilliant idea about how I could monetize the game and also give some “consequences” if the player loses: he said to make the total amount of balls that the player can shoot depletable. For example: the player have 30 balls to shot regardless if he loses or win, but it will slowly replenish over time (perhaps one each 5min), although if he decides to watch a movie it will replenish 10 (just a random number, it would have to be balanced eventually), what do you think?

I know that I’m still too crude to think about money now, but it would be a nice way to know how this whole workflow works, I want to learn with a small project instead of learning it with a bigger project (thus really risking losing money).

Thanks for your feedback, you are helping a lot @Anthony_Juarez!

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I loved levels 6 and 7, too. So far, levels 5-7 seem like the core game experience. They have replay value.

I finally leaned what those hovering blue balls are. That’s been bugging me since level 1. For awhile, I was trying to shoot them down thinking that might be some bonus objective or something.

I hated level 8. The timer again. Specifically, the presence of the timer means I can only take two or three shots. It takes time to wait for the pin to move into proper alignment again, so I have to wait for it. I can’t adjust my aim to follow the pin because it takes a lot of time to do that. The pin moves faster than my cannon. And generally, it takes at least one missed shot to properly aim the cannon. By the time you’ve got the cannon ready, the pin’s in a different place.

It’s not overly difficult; I just didn’t find it fun. I lost my first game, won the second. Winning the second actually felt pretty good. There was this “yah, I did it!” moment. But everything up to that was very frustrating and the emotional payoff wasn’t really worth it. Maybe it’s just because the other levels before it were much cooler. I kind of want to go back and replay those. Or it could be the timer. The moving pin is already enough of a new frustration, I’m not sure the timer is necessary.

Anyway, the reason I’m here is to point out an odd occurrence that happened on Level 9. Level 9 had an interesting setup because I was on a hill and the pins were at a different elevation. That was interesting. I really tried to get the “strike” / “hole in one” with this level, but I failed. I did manage to knock them all down after 3 shots, leaving 5 shots to “spare”. (get it? :P) {punned=true}

So… ummm… now what? I’ve got five shots left and no pins to knock down.

So apparently, I lost this level. When I got to the lose screen, I saw that one of my objectives as “shoot the cannon at a negative angle” or something like that. Even if I had read this (which I didn’t), I would have interpreted that as a bonus objective. And I probably wouldn’t have understood the “negative angle” thing.

I tried it. My angle goes negative. (I discovered this when I turned on Advanced Information.) I’m pretty confused as to why this is an objective. As a level designer, why would you want players to do this? I thought the point was to fire this ball at angles, not directly at pins. Also, as the designer, why do this? Cannons don’t usually go down to negative levels, do they? It’s just not very intuitive. I never tried to do this, I never realized it was possible. For it be my required objective is a little odd unless you think there was some special reason I might need to know how to do this later and you’re trying to teach me now.

So I’m playing again. Once more, I knocked all the pins. I forgot to shoot down again. :slight_smile: ((I was really trying to get the STRIKE. I’d be kind of annoyed if I got it and still lost the level.)

edit: Okay, yeah. Just want on to level 10. Replace everything typed above with this: You might want to make it so that the game detects when the objectives can no longer be met. Otherwise it’s a little confusing.

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UI Recommendations

  1. I think you should get rid of the top half of the score screen. I don’t think anyone cares how many points they got per ball. I get that it’s a holdover from bowling games and you could potentially keep it on a separate screen, but it’s detracting attention from your objectives screen. Once it’s gone, you could center the Objectives bar.

  2. I think you could then put some less-used UI elements on this screen, such as a button for the options menu, camera angle, your bowling point screen, and the like. I call them “less used” because they are not used every shot like the fire button and so are not as critical to gameplay and don’t need to be on the main gameplay screen.

  3. I would get rid of the Advanced Information button and just keep the Advanced Info on the screen at all times.

  4. I would move the window above it to someplace more central and viewable, perhaps right beneath the cannon. — Maybe just change this to Score and Shots, since the necessity for the pin information can vary from level to level. Maybe the amount of pins should instead be shown on the mini-camera screen in the corner.

All in all, these changes cut the amount of buttons on the main gamescreen by half and redistribute the important text toward the center of the screen.

edit: 5. I don’t suggest showing the objectives during the level selection screen. (A screen shot of the pins or obstacles would look better. You could also gray them out if they haven’t been beaten yet and show them in full color with a high score if they have been at least attempted.) Instead, the user should see the objectives immediately after they select the level.

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Thanks once more for your rich feedback!

Regarding the hovering blue balls, they are an target to help find where the pins are, I will be explaining this on the tutorial (which I’m planning to use the forest environment and more than one pin formation so I can show how the camera system works too)

Humm… I don’t think that the timer is the problem in this one, but perhaps the rail cart speed is too fast, I will decrease it to see how it comes out.

Humm… true, I have make the player lose if it is already impossible to win, thanks for that ! I will make it happen![quote=“Anthony_Juarez, post:10, topic:22006”]
I tried it. My angle goes negative. (I discovered this when I turned on Advanced Information.) I’m pretty confused as to why this is an objective. As a level designer, why would you want players to do this? I thought the point was to fire this ball at angles, not directly at pins. Also, as the designer, why do this? Cannons don’t usually go down to negative levels, do they? It’s just not very intuitive. I never tried to do this, I never realized it was possible. For it be my required objective is a little odd unless you think there was some special reason I might need to know how to do this later and you’re trying to teach me now.
[/quote]

The Negative angle thing was just one more objective to keep the variety up, if I come up with more interesting objectives I might take it out, I actually find it fun to have to shot on some negative angles in order to hit the pin but it will be up to what the majority of players think about this kind of goal eventually.

Will do :joy:

I like those recommendations, I’ll play with those setups to see what comes out, thanks once more!

My plan is to keep both actually, the objectives and a Image that I will add too :smiley:

So… when do we get multiplayer simultaneous co-op? :slight_smile:

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I have to finish it up to proceed to the next section :joy:

Spotted a couple of minor items Johhny…

Progress is a little broken on mine. I had previously worked through the first 8 levels (at least), seen a few updates since but not had chance to play, when I did today I saw this (I took this after completing the first two levels again and about to start the third);

No problem, just thought I would need to do the levels again, but when the levels start and the objectives screen appears, it shows me I have already completed them (player prefs maybe?)

Also, on your options screen, it may be worth changing Sensibility to Sensitivity, there is a subtle over lap in meaning depending on context but I think most would expext the latter :slight_smile:

Now, back to blowing stuff up :smiley:

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Thank you for the feedback Rob!!! I have made the change to save the progress the last week, it should save it on the player preferences from now on, which appeared to be completed? It might be just a unclear title or objective progress feedback (which also need to be fixed). I will change the sensivity option, thanks a lot!!

Thank you for playing it, it means a lot!

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On level 10, I knocked down all the pins but still lost due to the timer (because the bowling ball hadn’t been destroyed yet?) I’m not quite sure what’s the best way to solve issues like this without introducing other timing issues. You may have to check for scoring/objectives multiple times and make the timer a bit more discerning over when its counting down.

I think it would be nice if the bowling ball was destroyed when I hit the back button to return to the cannon. Although I did knock a pin down once by banking off my other ball.

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Thanks for this report, I will check it up to make sure it don’t happen again, it will take around two weeks before the next update, I’ll make sure to fix all those problems you reported me, Im just not to sure about how I will do regarding the UI yet[quote=“Anthony_Juarez, post:18, topic:22006”]
I think it would be nice if the bowling ball was destroyed when I hit the back button to return to the cannon. Although I did knock a pin down once by banking off my other ball.
[/quote]

Yeah, it could be a solution too, I have to recheck all the code responsible for this error

Could be kinda cool to have a fuse in your bowling ball model, then pop some sparks on the end of it… after it’s hit the pins (or gone passed the pins), a few seconds later… boom! :smiley:

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