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Team

2

Team

2

super-hit-simulator-codes-official-1200x675-1.jpg

Super Hit 
Simulator

Experience — Roblox

Team

2

Role 

Designer

Visits

1m

The Project

I made this with a friend. Nobody asked for it and nobody was paying — we wanted to build something and put it out. Most of the time went into the parts we enjoyed most: the RNG rolling, and getting the ball controls to feel right.

It reached a million plays, which neither of us expected.

Game Loop

1.Tap to build power

2.Go to the line and hit the Ball 

3.Farther Shots earn more money

4.Use money to buy better gear

5.Better gear earns more power per tap

Pushing the Concept

Ball Control

Players also kept control of the ball after it was hit — steering it in the air toward Top Golf-style scoring zones to earn more money. One change, and the swing stops being the end of the turn: every hit has a few seconds of play in it instead of a result.

Early Concepting

Final Product

The Fun Problem

Ball control that survives its own numbers

Steering the ball is easy over a short distance. It stops being easy at billions of power — the same input that felt precise at the start becomes uncontrollable at scale, and a sim's whole promise is that the numbers keep climbing.

There was no clever fix here. We worked it — trial and error on trajectory and control until it held at both ends of the range. Some design problems don't have an insight in them, only iterations.

Lessons & Learns

What Super Hit Taught Me

Some problems only have iterations

The control problem had no insight in it. We ground it out — trial and error on trajectory until it held at both ends of the range. Not every design problem has a clever answer, and spotting which kind you're looking at early saves you weeks of waiting for one.

A mechanic and an audience are two different problems

The loop was fun but maybe the packaging was incorrect. 

I would have also loved to make the course really wide but we ran into tech issues. 

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