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One Ball Throw's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Adherence to the Theme | #544 | 4.077 | 4.077 |
Overall | #1209 | 3.154 | 3.154 |
Originality | #1337 | 3.000 | 3.000 |
Design | #1585 | 2.385 | 2.385 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I thought this was fun, more enemies would have been interesting, having a full level and then the boss fight would have been much more fun.
But that said this version is great for a jam, you did very well to complete this in the time provided.
Very interesting concept loved that you always know where everything is with the markers. Only issue I had was it seemed pointless to have the platforms as I could easily jump over the boss and just keep throwing the ball at them then going to collect the ball and repeat.
Regardless, this is great and could do with more development.
Thanks for playing and giving feedback.
On the first day I actually wanted it to be one whole stage; but after considering the time I decided to just make it a single boss fight...
The environment too I wanted it to be slightly more difficult to navigate to give more challenge - but then scrapped the idea as even slightly more complicated environment requires harshly more lines of codes for the boss
I think the main problem is probably the camera which others have mentioned.
Other than that this looks like a pretty solid entry. I think the art's good and the boos was fairly enjoyable although fighting it felt a bit repetitive (throw ball , jump over, collect ball, repeat lots of times).
I think it's a bit unnecessary for the ball to travel so fast towards the other side of the level every throw but that's partly personal preference and you could for sure design around that if you wanted.
Overall, good job!
First things first, nice Emilia-Dio profile pic man - I see you are a man of culture
Your feedback has been noted. I really should've done the camera better indeed, and I guess I should've tuned ball's physics more too. Thanks for playing
The second time I loaded this game to play none of the controls would do anything. The responsiveness of the controls is very off, and the way the screen bounces makes things very difficult to look at.
Thanks for playing, and giving critical review.
Idk what you mean when you said the controls didn't do anything the second time you loaded the game, but I have noted the rest and I'll keep this criticism in mind for future games :)
So I mean that when I started the game pressing the buttons didn't do anything. The game didn't respond to my inputs at all. I had to close the game and open it again
Good game !
I liked how you can defeat a giant monster with only 1 little ball. Compare to him who can fire multiples at the same time. Remind me a David and Goliath metaphor.
The health bar of the boss is great and remind me BOTW ones ! Also those markers when the boss and/or the ball are on the other sides of the screen are perfect !
This can even be better with some adjustments to the camera : It fells like you're going really fast when moving and the "lazy follow" is not helping. But at least you had some reflexion about it i'm sure :)
You could try to make it static by following the player and maybe do a special behavior to have both the player and the boss in the same screen when you get too close to the boss ! Experiment and find what is good for you
Anyway Good submission ! Good job !
Thanks for playing. I appreciate the suggestions with the camera.
I didn't realise the game could be seen as David vs Goliath metaphor, but hey, that's a good insight.
I think the idea of the camera trying its best to fit both the boss and the player is a good idea - tho tbh I don't know how to do so.
I don't know which engine you use to make that game but here is the simple step you can try :
- Check the distance between the player and the boss
- If the distance is lower than 30 (or something else) do the following :
- Compute the point (x, y) in a middle of the vector player-boss (made with position (x, y) of both)
- Set the position of the camera to that point.
This will give you an idea of what it can looks like :)
Hope I was clear enough.
Cheers !
I use the Godot engine. And hey, that is quite easy to do! Unfortunately editing the game now is already impossible...
Art looks fantastic, the game feel is really good, it controls great. I think you could improve the camera by having it follow the cursor rather than your horizontal speed, since a lot of the time I'd rather know where I'm aiming instead of running.
The boss does feel a little tedious though. The space is so large that his attacks don't really seem to matter that much and most of the time you're just trying to get the ball without feeling too threatened. It makes the guy feel more like a sponge.
But overall, I think the game looks and plays great, it's just not all that deep.
Ah thanks for playing and giving feedbacks
Having the camera following the cursor sounds like a good idea. I thought there was something uncomfortable with the camera too, but I didn't think of that
As for the boss... I must admit I made it in quite a hurry and so I neither had the time to think of what more the boss can do nor the time to program more moves even if I wanted to... I spent too much time on the first day working the art and the throw physics m(_ _)m
Thanks for the great feedback. This is very helpful for future reference