Bounce's Adventure!

Bounce's Adventure is a 2D puzzle adventure game. Players assume the role of Bounce, a spherical being who must save his friends from the impending doom of the Polygonites, evil beings who will stop at nothing to turn the world into a sharp, angled abomination. Bounce must rescue his fellow Spherians by launching himself through treacherous environments, avoiding hazards and traps set by the Polygonites. Only united with his brethren, may Bounce have a chance at returning the world to circular form. 

**HOW TO PLAY**

1. Click and drag the mouse to launch Bounce around the level

2. Use Bounce to collect his friends in the level.

3. Avoid Polygonite enemies! Some can hurt you!

4. After collecting all of your Spherian friends, make your way to the goal flag!! 

**Q & A**

  1. If you had to retake this course and do it all again, what would you have done differently the second time?
    1. If I had the chance to take the course again, I think I would spend more time working on level design for my game. I think after I got the first four levels completed for my game, I kind of backed off on level design and focused a lot on the audiovisual aspects of my game. Had I focused on levels more, I think I would have been able to make some really dope designs for levels.
  2. Would you expand this game or continue working on this game in the future? Why or why not?
    1. I would like to expand this game in the future, possibly over the summer, because there are still some ideas and features I would like to implement, like power-ups, and more enemies. For some reason the thought of a 2 player battle mode sounds like a fun idea to add, and definitely more levels!
  3. In terms of process, has making this particular game changed how you approach making games in general?
    1. I think making this game has changed my perspective on how to approach games, in the way that I worry more about gameplay when compared to  audiovisual aspects. When I made games last semester in Intro to Programming for Games, I worried a lot about how my games would look instead of how the played. Now I'm much more gameplay focused, and won't touch aesthetic until my gameplay is refined!