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Casey Scheld ReviewsGame ReviewsPC Reviews

Rebound Ball Review

Official Score

Overall - 20%

20%

It’s clear that the bare amount of effort was put into Rebound Ball’s design. This title manages to do the unthinkable by completely decimating what should be the simplest of formulas.

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Gamers the world over have no doubt played a variation of the Breakout brick breaking game, but meokigame takes things to the third dimension with their new title Rebound Ball. Featuring physics-based gameplay with time tested mechanics, does this indie title do enough to tread new ground?

Rebound Ball Review

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This title might take things to the third dimension, but the objective remains the same. Players take control of a paddle at the bottom of the screen, and must hit all blocks at the top in order to complete the level. Ball physics are your best friend, with ricochet shots and multiball power-ups being your best friend through its 50 levels.

There are some wrinkles that make Rebound Ball stand out. Certain blocks can be knocked over, with the playing field becoming much more dynamic the longer people play. In addition, players will utilize the mouse across a larger field of play. With this added real estate, the ability to back up and also launch the ball forward both provide an edge.

Unfortunately, the ball physics in this title have absolutely no rhyme or reason to them. Titles like Breakout and Arkanoid give a general idea as to where the ball will go next, but Rebound Ball says nuts to that and leaves everything to chance. On more than one occasion we saw the ball curve left when it was clearly aimed to the right. As a result, even the most basic of play becomes an absolute crapshoot that relies on luck rather than skill. It makes something that should have been simple into a needlessly frustrating affair.

The presentation of this title is atrocious as well. While it’s nice that there are random particle effects and a blue explosion whenever a brick is broken, everything comes across as slapdash. The garish menu that features the level selection feels like a freshman’s first Unity project, while the spartan graphics and looping music feel like placeholders.

Perhaps the greatest sin comes when players either complete or fail a level. Those that have a ball fall to the bottom of the screen will be greeted with a grating sound and “YOU DIE” written with a red backdrop. Victory does not offer much solace either – successfully completing a level presents players with a blue screen, an odd sound, and an anticlimactic “YOU WIN” displayed on the screen.

Don’t expect there to be too much variety in this title – though brick breaking is far from being the most varied activity, there is little variety between stages. Certain areas have blocks that need more than one hit or a different layout, but don’t expect this one to be a captivating affair.

It’s clear that the bare amount of effort was put into Rebound Ball’s design. This title manages to do the unthinkable by completely decimating what should be the simplest of formulas.

[infobox style=’success’ static=’1′]This review of Rebound Ball was done on the PC. The game was purchased digitally.[/infobox]

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Casey Scheld

Casey Scheld has more than 15 years of experience in the gaming industry as a community manager, social media director, event specialist, and (of course) gaming editor. He has previously worked with gaming start-ups like Raptr, publishers like Konami, and roller derby girls at PAX West (check out Jam City Rollergirls)! Gamers Heroes is a passion project for him, giving him a chance to tap into the underground side of gaming. He is all too eager to give these lesser-known heroes of the indie space the attention they so rightly deserve, seeking out the next gem and sharing it with the world. Previously making appearances at events like CES, GDC, and (the late) E3, he is all too happy to seek out the next big thing. For those that want to talk shop, send over a tip, or get an easy win in a fighting game of their choosing, be sure to check out his social media channels below.

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