Use your nut to hit the ball around the arena and gather coins while avoiding enemies.

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I think the obvious aesthetic choice for this game is an arcade-like style. This is because you have a one-screen area where the entire game takes place as if it was in an arcade cabinet. It also utilizes a very retro style theme song and sound effects. The bounce sound effect even sound similar to how a ball bouncing around a cabinet would sound. This combines with the gameplay style of one singular object that the player controls to interact with the environment, similar to games like Pac-Man, Galaga, Dig-Dug, etc. Looking at the objective of the game also plays into this arcade aesthetic because it is oriented around getting a high score. This is different than other types of games with dynamic objectives that change throughout the course of the game. Because of this design decision, players can repeatedly play the game to get better without worrying about the game changing later on. The coconut picture is the one aspect of the game that is not similar to arcade style aesthetics. This is because it is a high resolution image rather than a pixel based sprite. Another interesting aspect of the game is that it does not give you any information about what to do (not withstanding the page description). The enemies that shoot blocks at you are not explained and would likely be discovered through trial and error. The game also uses coins for the target object which is a very common item throughout retro style games and can be immediately recognized as part of the objective without having any explanation. I think this game also has an interesting mechanic in that the cannons can be eliminated from the game, effectively extending the survivability of the coconut. This adds in a skilled element to the game past the general enjoyability and I can see how that could add re-playability to the game as players strive for higher scores.  The combination of this strategic aspect and the more casual aspects of the game make a simplistic but complex interactive loop. There is an element of uncertainty in the game based around how the ball will bounce and where the enemies will spawn. This creates a unique experience every time you play the game and no playthrough feels the same. Interplay was used all throughout the gameplay with the ball bouncing off the walls in response to the direction you hit it. The cannon enemies also change the direction that they shoot based on the position of the player. This is in contrast to the cannons firing in a standard pattern that could be learned and practiced against similar to a boss fight. More interplay could even be added by changing the wall that the walls work. Maybe instead of being static, they can change orientation/direction based on where the player is on the screen. This would make the game even more dynamic between the player and the environment. Another ball could even added that can collide with the original ball adding more potential for getting coins but also creating more strategy in how to hit both balls.

While I don't fully enjoy the creepy coconut staring into my soul, I do quite enjoy the underlying concept of the game. Using the mouse as a "paddle" to control the real "player" (ie the ball) is a great twist on the game. 

I think all this game really needs is a kick-ass theme to go with it and really tie it together and emphasize the unique-ness of the controls. I personally think diving into some sort of sport  would be neat. Maybe you are a tennis player bouncing a ball to defend against a zombie apocolypse. Again, something like that to really drive home the really awesome control scheme. 

Coconut-bounce is a small satisfying game with looping gameplay.  This game is very simply yet effective in its design.  The score system and looping playability reminds me of an arcade game.  The game allows the player to use their mouse to move the coconut around the playing field to bounce the ball around the playing field.   The goal is to use this coconut to hit the ball so that it hits the coins.  These coins spawn in the playing field randomly and only last so  long.  This adds some unpredictability to the game. Additionally, there are enemies that try to shoot the coconut and end the game.   Each coin hit with the ball will earn the player a point.  When the player is hit by a projectile, the game will end, and the player will be asked to play again.   The verbs of the game are to hit(the ball) and to dodge(the bullets).  There is certainly a level of interplay between these simple components of the game.  The coconut interacts with the ball in that it is able to hit it.  The ball will bounce off the coconut and go in a trajectory at a constant velocity.  It is important that there is a constant velocity of the ball, as this allows the player to better predict where the ball will go.  Much like pool, the player can somewhat predict how the ball will bounce off the walls.  The more bounces, the harder it becomes to predict.  The ball interacts with the coins in that it gives the player score.   Notably, the coins don’t change the trajectory of the ball, they just disappear.  Another way the ball interacts with the playing field is in that it can be used to bounce the enemy blocks around that are trying to shoot at the coconut.  Having the high score constantly displayed adds to the playability of the game as the player is more likely to try to beat their high score or challenge others to beat their high score.  It’s interesting that the coconut is controlled by the mouse cursor as it adds a great deal of agility and maneuverability to the coconut.  Had the designer of used keyboard mappings to move the coconut it would be a totally different game and certainly more clunky feeling.  Additionally, this adds differing experiences based upon input devices.  I played the game with a laptop trackpad, making it pretty difficult to hit the ball effectively, whereas if I played with  a mouse, I would have a much greater deal of control.  The decision to use a found character(coconut) and a round ball also adds to the unpredictability of the trajectories.   Ball on ball bouncing can be difficult to predict, especially when both are moving at different velocities.  Hitting the enemy blocks, which are square, with the round ball is very satisfying.  The use of circles and squares allows the player to distinguish the enemy projectiles and bodies more easily.  Also, the delay of the coconut following the cursor forces the player to make predictions before moving their cursor knowing it will take a bit longer than real time.

Coconut Bounce has a very fun and exciting gameplay loop that kept me playing multiple times. One of the first aspects of this game that caught my attention was having a high score to work towards. After each death, you can start over by the simple press of a button to attempt getting a new high score. This type of gameplay seems old when compared to newer story-based game, but I found it very entertaining. I found self-motivation within me to continue playing to get a new high score, and at one point wanted to hit 20 points as a personal goal but was very hard to do. Being able to see high scores from round to round kept me motivated to do better on the next run, even though the current run may not have gone as intended. Though it’s a simple concept to add to a game of this nature, the high score kept me playing much longer than I would have otherwise. Another aspect of the game that caught my attention was the animation of the coins. I have worked with this tool in the past and even on my final project, but I didn’t even think about having object animating like the coins did in this game. Although another small detail, I didn’t expect to see it and it was a nice touch to add to the gameplay. Speaking of gameplay, I don’t think I’ve ever played a game with this type of gameplay. Typically, I am in control of the object I must use to avoid objects or control, but in this game, you control a coconut that is used to control the ball that must not get hurt or die. This is also how you score by obtaining coins during the game. This was unique, since I expected to control the ball itself rather than an object which controls how it interacts with the world it’s placed in. This unique gameplay kept me engaged for a much longer time than anticipated, which made me enjoy the game more and more as I kept playing. Although it was unique, at first it was extremely frustrating to play like this. Since I had less control of the object with the lifeforce in this game, I was extremely annoyed when I failed or lost the level. I had to drop this game after losing multiple times in a row at first, but quickly came back and realized how this game is supposed to be played rather than comparing it to how I expected it to be played. This game taught me to take games as they are rather than what I want it to be. Instead of avoiding playing this game cause it’s not what I’m used to, I stuck with it and began to discover why it’s so much different and special compared to other games that are like this. I am glad that I stuck with this game, cause it was a lot of fun and the loop kept me entertained with it’s simplistic additions to a known formula.