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Drift Ball's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #3395 | 2.311 | 3.100 |
Overall | #3896 | 2.236 | 3.000 |
Originality | #3904 | 2.385 | 3.200 |
Presentation | #4125 | 2.162 | 2.900 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You have a limited amount of control for the movement buttons. Running out means you can't push the ball in that direction, hence running out of control!
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
This game is too freaking hard welp xD
Those red walls should be more forgiving or maybe a bit further away in tight spaces O.o
Really nice idea tho, the mechanic with limited movement in each direction and the fact that things are super bouncy have potential imo. The game looks very much like a prototype also, an easy trick is to just have a white bg with simple and diffuse colors (red, black and light blue objects for example) to make it a bit easier on the eyes (that checkerboard pattern makes me a bit dizzy @-@)... The sfx is well implemented though, feels arcade-like
But there is potential here definitely
This is a nice concept! However, I feel that the red walls go against it. First, it took me a while to understand that I could not touch them (the feedback is not really clear, I thought there was a timer or something). But mostly, it prevents the player to use the most fun aspects of the game: the ball inertia, and bouncing on walls! Instead, the game ask the player to move slowly and carefully, and to stop at every obstacle. This makes the experience quite frustrating and laborious. Also, one of the toughest obstacle in placed really early in the game (a blue block tightly positioned between two red walls, blocking the access of a door), I couldn't pass it (I relaunched the game to explore other areas though).
But once again the chore mechanics has a lot of potential! It sometimes felt great to use walls to compensate for a used direction, and trying to make smooth moves with the ball. Maybe the level-design could be arranged in a way to encourage speed and taking risk?
Thanks for your input! Unfortunately I didn't have too much time for the level design, and being used to the controls myself made things come a lot easier for me but a bit harder for somebody new to it.
Nice job!
I especially like the sound design =)