
Whackerball is a twin-stick shooter roguelite with Breakout inspired mechanics. Master the unique combat system as you venture through a multitude of diverse areas while collecting powerful and game changing upgrades.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 45 reviews with recorded playtime.
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I can't recommend this. Playing pong + dodge ball + shooting with recoil + collecting coins is too much to focus on at once.
Fantastic little game! Creative idea. Challenging. Makes you think about a lot going on at one time.
I may be biased here for playing so many Break Out based games but this one is certainly something else. Imagine taking the classic formula of the paddle and the ball but mixing in shooter mechanics that deflect the ball trajectory and hit the enemies with the bullets. As a result, you are tasked to coordinate ball movement with paddle movement along the various biomes with treacherous enemies that start off enemies but slowly turn your dodging playstyle almost to that of a bullet hell. At the very least you can mitigate that with shops, upgrades given in a roguelike fashion and different types of guns that lead to a lot of replayability since each run lasts at most half an hour (just look at my playtime for evidence). That's not even mentioning the various achievements to be obtained, some much harder than others since you need to be lucky or pretty skilled to get them (maybe even both). Furthermore, the presentation in itself is simple enough to not be distracting but not colorless to feel dull. Every enemy has its sprites, attack pattern and it matches the zone it's placed on. Plus, the music fits each zone perfectly with various instruments and a catchy tune for the most part that left me humming multiple times. In conclusion, for its low price, its continuous runs that you can fit in a coffee break, its overall feel for the gameplay and low system requirements, I can safely recommend it to any fan of arcade games or in general. Just make sure you don't try to recover the ball while it is off screen. They should have patched that softlocking bug by now but one is always paranoid once one loses many promising runs because of that.
She whacker on my ball
For what it is—that being a concise arcade roguelike—I love this game immensely. It has a high skill ceiling and a superb depth to length ratio, rivaled only by Downwell (which to those familiar has certainly influenced this game visually and mechanically.) The art style is cute, clear, and clean enough that I don't mind the screen clutter at higher difficulty stages. I prefer to play without screen tilt or motion effects, though I appreciate the option
A fun, clever game! Not even remotely a Roguelike, so whoever named that bundle should be ashamed. But that's neither here nor there.
this is the best arkanoid-remake i know and it´s a lot of fun
this game is unironically really stinking good
Hard (as I am pretty hopeless at these games) but addictive. Very addictive.
Whackerball is like Downwell and Arkanoid fused with music that goes so incredibly hard that Whackerball becomes a full body experience. You are a paddle, keep the ball from falling, but you must avoid enemies. You can bounce the ball into enemies to harm them or EMPTY A CLIP into them point blank, provided you can account for the velocity that pushback will cause, so where do you need to be to bounce the ball back? Because hitting the ball with the paddle also reloads it. What a concept and it makes for a fantastic gameplay loop. The ever expanding selection of traits and paddle types brought the biggest smile to my face when I unlocked "SHOTGUN". I can't wait to see more of what Whackerball has to offer. This is the game that excels at everything it's doing.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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