
Legend of Snookerton
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A TALE OF HEROES, MONSTERS, & BALLS!
Welcome to the Kingdom of Snookerton! A proud land ruled over by King Duck!
Everything was hunky'dory in the lands until one day evil monsters rose up from the underworld to bring destruction and dismay to the world!
Now it is up to the Heroes of Snookerton to write a new Legend in the history books, one where they defend the land and send those baddies packing back to the underworld they came from!
Oh also did I mention everyone uses giant balls to battle? Yeah...that's a thing...for some reason.
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THE GAME
Welcome to a Roguelike Snooker/Pool game in which you must pot monsters before their timers hit 0 and they attack you! In the current demo there is only Endless Mode featuring 1 table. There are a number of unlockable stamps and figurines too.
BE AWARE that the Web version doesn't support save/load so all progress will be lost when you close this web page. If you'd like to save your progress I recommend downloading the Windows or Linux version below! (I hope to get a Mac version up and running soon!)
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LOVE ME!
If you like the demo please leave a comment, any feedback is welcomed! Also give the game a review! All support helps get the name out there <3
Download
Click download now to get access to the following files:
Development log
- Big Thanks :)46 days ago
- Welcome to Snookerton!48 days ago
Comments
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I don't understand. When I lose it always says "Enemies Potted: 0" while I pushed some of them in the holes. I understood that I must avoid to destroy the houses but it looks like it's actually just a joke of the lore, and anyway it's too hard not to crush them accidentally. I have no idea what is the gray icon under your coins, a compass?
But the idea is funny. :)
Also the speed difference of your ball for different bar level feels a bit too sharp, unless maybe it's just the max speed that is so fast it feels sharp, but that's just a feeling. But I think there is some room to make the 'speed' more juicy.Or maybe I was just playing too small to avoid the houses so it felt too fast...Please add an option to be able to turn off the background animation/movement. The constant motion of the background is really hard on the eyes.
That's a fair shout! :) I'll see about getting that added to the settings in the next update! :D
I should have mentioned I absolutely love the aesthetic and general gameplay. It takes a while to understand what is going on, but is satisfying when things start to click. There is a lot of things I still don't understand, but that makes it a fun discovery. Maybe a little more explanation, but definitely no hand holding. Great stuff!
Thanks so much!
Someone else also brought up that it was kinda confusing at the start so I'm gonna add an optional explanation of the UI and goal as an option on the main menu, but it'll be totally optional so people can just jump in and learn by playing if they wanna
I really want to like the game. It's probably compatible with hundreds of controllers. However, it's extremely difficult to understand what's going on. There's an awful lot of HUD content, and I can barely make sense of it.
That's totally fair :) Currently it's only mouse and keyboard but you're right, I need to add a tutorial to the game to make sense of the UI. Thanks for the super useful feedback!
So, I played it some more, and I realized (after way too long) that this game is really like a cross between Odama and billiards, which is quite charming.
The game doesn't have any code that interferes with controller layouts, so it's actually more controller-flexible than other Itch games that use Xbox plug-and-play too broadly. I'm happy to buy the demo.
I'll admit I've never played Odama (although I was facinated by it on the shelf in my local game shop as a teen haha) but now I think I have too as it could be a good source of inspiration for this game! :)
Oh damn you didn't need to buy the demo! :O I really appreciate that though <3 you rule!
I've never played Odama, but I did know about it, when it was new. I wouldn't necessarily claim that it's a proper source of inspiration, only that it has things in common with this game.
Bug: Picked up an upgrade which caused the ball to go out off camera, shooting again made it fly over the scene ignoring all collisions.
Playing on phone I didn't manage to hit a single ball in on my first try, maybe an indicator showing where the balls go, or increasing the size of the score holes would be a good solution to making it easier.
I think it would be a great addition to stop monster timers by 1 when scoring, it feels wrong to get punished when you did something right. You could add enemies which have their timer keep going regardless of you scoring later into the game.
I really like the idea of having buildings on the board which you should avoid hitting. It spices up the core gameplay, what I thought would be cool would be if you can have the ability to spend a resource (maybe gold) to place down new building where you want (windmills and houses for more gold, archer towers and guardhouses, A castle which resists a few bounces and adds an extra life but removes that life when destroyed, Walls which you can build around your buildings to protect them).
Either way cool game, love the art style!
All super good feedback! Thanks!
That is an odd bug, it used to happen in early versions but I THOUGHT I'd fixed it, I'm gonna have to see if I can replicate it and debug it, thanks! :D
Oh wow, I didn't even think it worked on phone! I was planning to make an actual phone version (with better touch-screen aiming) in the future XD I guess I need to make it a higher priority if it's already working on mobile!
That is a really good call about potting the monsters not causing a turn to tick down! I'm actually kicking myself that I didn't think of that during development! Expect to see that in a future update (and you're going in the special thanks on the credits page for bringing such a good idea to my attention!)
I do wanna add more variation to gameplay (and the shop) in the full game, so I have been thinking of structure ideas as well as general power ups so I'll 100% be looking into this element further down the line! :D
Thanks for all the super useful feedback! I really appreciate it and hope you enjoy the future updates with this feedback being taken on board! ^_^
Credits page, cool!
I just reached the shop and found another bug. Before the shop appears there is a ~1s window for the player to take another shot. If the player begins taking aim and the shop appears, then after the shop is closed the ball is automatically shot. If you buy an item then the ball is shot not where you were aiming previously but in the direction of the purchased item.
Have you thought about using different shapes for enemies. Maybe a boss that is a square, minions that are triangles. Maybe even an enemy that's too big to be scored and you need to do something to score it(a giant circle with a small weak spot which when hit reduces size, it could be a boss fight where you need to hit that weak spot multiple times).
Here's another idea, Maybe you can also have shields enemies with tiny shields which face you when your ball is still. Forcing you to make a bounce shot.
Oooh good catch, I'll see about stopping that 1 second window and addressing the item purchase shot thingy.
Bosses are something I do wanna include somehow in the campaign mode of the full game but not given them much thought yet as I wanted to get the proof of concept figured out first :D
Ooooh that bounce shot idea is awesome too! I can't promise I'll be able to implement it as I'm kind of a newbie to programming, but I'll give it a shot!
Hey Man, Would you mind trying the game I just made?
I signed up to the GMTK Game Jam and made a game for it, its call "Stuck In Space". Id love to hear your thoughts on it.
Also, How's this Snookerton game coming along, what are you planning to work on?
And, How did you come with the name "Legend of Snookerton"?
Hey! Sure thing, I'll add it to my list of GMTK Jam games to check out, I actually took part in the Jam too (Loopy Larry) haha.
Snookerton has been on hold while I took a break and then for GMTK Jam but I'm hoping to go back to it soon, I need to figure out a full plan for the 1.0 version before I start or I fear I'll end up stuck in scope creep :)
Originally the game was gonna play much closer to Snooker, and I wanted a location in the game as I feel Legend of Hyrule would have made more sense than Legend of Zelda, so I added 'ton' to the end of Snooker to make it sound more like a place and BAM! Legend of Snookerton! :D