Two hoops, one moving ball

Bouncy Dunks

Bouncy Dunks plays on a field framed by orange rails, with a hoop on each side, blue launchers above the field and a white paddle along the bottom. The only number the field prints is a 1 above the bar at the top centre, while the build behind it carries 24 levels.

LevelLoop wrote this play brief. The playable file, artwork, and runtime are delivered by an external game service. LevelLoop keeps supporting rights records for the catalog on file.

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Bouncy Dunks

What the field shows

A hoop on each side, launchers on top

The field is framed by an orange rail down each side, with a hoop on both the left and the right. Blue funnel-shaped launchers sit across the top of the field, a white paddle runs along the bottom, and the ball flies with a dashed trail behind it. A small yellow star sits on the left of the field.

Bouncy Dunks field with an orange rail on each side, a hoop on both sides, blue launchers above and a ball trailing a dashed line
Observed 2026-10-04 in Chrome at 1280×800: the field opens with a hoop on each side, blue launchers above, a ball trailing a dashed line and a 1 printed above the bar at the top centre.

The one number the field prints

At the top centre there is a pill-shaped bar with a blue marker and the number 1 printed above it; that is the only legible digit in this observation. The launchers do carry small round faces with values of their own, but at 1280×800 they are too small to read, so nothing here should be read as a score.

One caveat from the same session: the frame before the run loaded was an almost black menu screen with no legible label on it, so the number above comes from the field rather than from a menu.

The build behind the field

24 levels, a combo counter and a health bar

The build names its own parts. The level count is stored as TOTLEVELS with a value of 24, and the save slot is keyed bouncydunksgd.

What a run tracks

A run keeps a score, a combo counter supplied as nCombo with an encombo flag, an extrapoins value and a health value on the player itself. The timer object carries timestart, time and ancho, and the HUD reads all of it through four objects: ui_score, ui_combo, ui_level and ui_health.

Text and controls are separate again: txtRoundBig and txtRoundBlack for round text, txtBtnNivel for the level button, and btnPausa, btnReset, btnPlay, btnMenu, btnMoreGames and btnCredits for everything else. The loading screen carries the publisher mark QkyGamesLogo, and sound is split per event: golpe1 to golpe3, jump1 to jump3, move1 to move3, hit1 and hit2, plus gol, win, defeat, music and music_menu.

Levels, stars and the best score

How a run is measured

The screens run in a fixed order — SplashQKY, then MENU, then GAME, with WIN and CREDITS beyond them — and a level is picked from a selector built around star_selector and star_selector_nivel. The images star_win and corona_best are what a cleared level and a best mark are drawn with.

The ball and the launcher are separate systems

One object checks whether the ball has found the hoop (CheckBallInHole) while another spawns a new ball (CrearBola). The launcher, named cannon, holds three variables of its own — delay, posicion and cantidad — so timing, position and how many shots come out are set per launch rather than baked into a level.

The state of a run lives in four flags on the camera object: paused, win, defeat and playing. Best-score storage is kept apart from the level list, with menu_best and new_best as their own labels.

Bouncy Dunks FAQ

Levels, stars and the numbers on the field

These answers stay with what the field prints and what the build stores: one visible digit, 24 levels, and a run measured by score, combo and health.

How many levels does Bouncy Dunks have?

The build stores its level count as TOTLEVELS with a value of 24, and keeps progress under the save key bouncydunksgd.

What number does the field itself show?

A single 1, printed above the pill-shaped bar at the top centre of the field. The small values on the launcher faces are too small to read at 1280 by 800.

How is a cleared level marked?

A level is chosen from a selector built around star_selector and star_selector_nivel, and the images star_win and corona_best draw the cleared-level mark and the best mark.

Does the player have a health bar?

Yes. The player object carries a health value and the HUD object ui_health reads it, next to ui_score, ui_combo and ui_level.

What does the launcher decide on each shot?

The object named cannon holds three variables: delay, posicion and cantidad. Timing, position and the number of shots are set per launch rather than fixed in the level.