Hello,
Check out my bowling game Pin Up!: https://coderlina.itch.io/pin-up
Any feedback is appreciated! 
I’m doing this course solely for growing my portfolio so I made an auto throw button so future employer can test the game quickly.
Hello,
Check out my bowling game Pin Up!: https://coderlina.itch.io/pin-up
Any feedback is appreciated! 
I’m doing this course solely for growing my portfolio so I made an auto throw button so future employer can test the game quickly.
Hello, I registered just to answer you. First of all you are awesome for taking interest in gamedev as a (very cute) girl. I played your game and I liked it. Was it designed for mobile, though? At first I tried to roll the ball with my mouse, but it didn’t go far enough. Then I discovered I can constantly roll it which is weird, consireding in real bowling you can toss the ball only once. Auto throw button works much better, but it’s too powerful, it feels as if I shot the canonball and can’t really test left/right movement with it, because it hits bowling pins too fast. You might also want to speed up placing the pins animation (with white rectangle going up and down) or at least disable player’s movement when it happens, because when I was spamming “auto throw button” my ball has hit the white rectangle.
Celebes, thank you for your feedback!
Yes, it was designed for mobile and tested with iOS Simulator with iPhone 6 hardware simulation.
I have tried to balance how much velocity the swipe adds to the ball (to the x and z direction) but it’s hard to get a good balance. It decreases some of the horizontal/x component of the swipe so the ball doesn’t go off the lane so easily.
Fixes/comments:
Congratulations for your game Coderline!I really liked the colors and graphics that you used on it!
You can manage the x and y separetaly on the drag, just make a new vector2 to hold a mouseposition.y * majormultiplier + mouseposition.x * minormultiplier and it should diminish this problem.
Looking forward to seeing more games made by you 
You can manage the x and y separetaly on the drag, just make a new vector2 to hold a mouseposition.y * majormultiplier + mouseposition.x * minormultiplier and it should diminish this problem. >
I already have equivalent code, but I still haven’t find the perfect balance. Now some people say that they can get only strikes when swiping with mouse and some say they can’t throw the ball straight enough and it falls of the lane ![]()
But I think I’m happy enough with the current behavior so I think I’ll leave it to that.