
A casual game: Dash! Crash! Bounce! Simply slide your mouse to play. Control the marble, set the direction and speed, and launch it. Survive in maps filled with traps. Eliminate all enemies to win!
Modeled estimate, not a reported figure. How we estimate →
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About
This is a casual, relaxing physics-based game that combines elements of pinball and billiards.
Dash! Smash! Bounce! All you need is to play by sliding the mouse.
Use the mouse or touchscreen to control your character. Set the dash direction and speed, then launch marbles to hit enemies.

Calculate rebound angles and positions, avoid traps, or push enemies into traps. Defeat all enemies to win.
The types of traps in each scene increase over time, and when placed together, they can create combo effects, sometimes causing great chaos.

The game features two characters: one melee fighter and one ranged fighter.
Their combat styles and strategies differ, so observe the map and choose the appropriate character for the game.

There are dozens of maps, and after completing them, you can play on higher difficulty randomly generated maps.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese
Reviews
简单试玩了一下,感觉设计思路上比较清晰: 通过碰撞和反弹来获取伤害值,利用不同的关卡障碍设计来制造避让,衍生行动策略 但问题也因此变的很复杂: 1.手感控制上做的非常别扭,新手引导可以视为0,角色周围的小黄条如何调控?单一鼠标操作带来的结果是攻击与运动合一,引导线虽然能通过黄色—白色的区分来标明状态,但缺乏足够的反馈机制(晃动,色彩变化等)来提醒玩家,打击感极差。如果这一点不能解决,那么新手部分就会劝退大量不明就里的玩家。 2.关卡设计与角色设计的不协调,新手期给的两个角色(长枪+手枪),长枪角色提供间隔的范围伤害,手枪角色提供散布伤害,但这两个角色技能全都设计为被动技。在单一鼠标操作下,手枪角色难以预料可能的子弹落点,散布机制也不明显,缺乏抖动反馈和指示;而长枪角色提供的范围伤害也缺乏明确的激发状态指示(或者说缺乏显性的指示栏)。简单的角色技能机制和易伤的关卡设计(地刺+大攻击范围的敌人)结合,导致操作容错率不高。是否可以添加更多的辅助道具,比如盾牌等?又或者说,整个玩法上局外成长部分不多,是否可以做一定的难度分级(角色血量,怪物血量,基础伤害,辅助道具等?) 3.既然有金币体系的局外成长,是否可以更多的体现这一机制?比如提供一定的局外道具/商店购买,或者其他更丰富的技能?在目前的版本(26.01.14)中,到四个关卡就能明显感觉到手感的滞涩和机制的不易把握,不仅是技能稍显单调,每一局的能力提升也不明显,成长曲线也稍显陡峭。 游戏的初始想法是很有趣的,总之期待后续更新。
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Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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