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A jam submission

Super Ball & ChainView game page

A Top-Down Wrecker
Submitted by kylebyte — 11 hours, 3 minutes before the deadline
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Super Ball & Chain's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#454.1954.195
Overall#3963.7753.775
Originality#9783.5843.584
Presentation#10393.5453.545

Ranked from 77 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?
Your only weapon is a giant wrecking ball you're connected to.

Did your team create the vast majority of the art during the 48 hours?

No

We used pre-existing art

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

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Comments

Viewing comments 20 to 1 of 57 · Previous page · First page
Submitted(+1)

Really fun! The music sets a great mood for the game. 

Submitted(+1)

Really enjoyed swinging the ball around, great mechanics!

Submitted(+1)

Great gameplay I missed some powerups that will spawn randomly that can be used to speed the ball or increase health something like that .Enjoyed! 

Submitted(+1)

Really cool mechanic and I love that the ball changes direction whenever it doesn't instantly kill an enemy, great job!

Submitted (1 edit) (+3)

After around 100 points the difficulty spikes up hard, and I can't make it much further so far. Got 119, 146 seems crazy to me

edit: ohh yeahh babyyy


Submitted(+1)

Awesome game, so addictive! Definitely a game I would like to getgood at! <3

Submitted(+1)

I can see this being a fun arcade Co-op game, or maybe a competition to see which one can score the highest score. Nice work!

Submitted(+1)

Got a top score of 37. I loved that you did not tell the player that higher health enemies make your mall change direction, that made me feel like i discovered something. I'd love if the ball felt like it had weight when it hit the high health enemies. I wish it knocked them back a little so it shows how fast and heavy the ball is. The choice of music was great though it would be good to mute it (I say that as someone who didn't do that in mine either, but i gotta be honest). overall super fun and i could get lost in it for hours. the art made it feel enter the gungeon-esque. loved it!

Submitted(+1)

Simple and a lot of fun, which is perfect for a game jam game! Wasn't able to beat the 146 score mentioned though. :D

Submitted

Hi ! I played your game and it was really good :) Controls were simple but they were hard to use them to your advantage and i like that :) Enemies are also really good in my opinion.. Having different types of enemies are cool ..And this is a unique and beautiful idea :) Good job :)

Btw If you can find some free time can you please check my game? That would make me happy..

Submitted

An awesome yet original idea

Submitted

Hella fun.    As a person who plays with "flow toys," I really wanted to be able to pull off a "figure 8" or "stall".    So there's plenty of room beyond the clockwise and counter-clockwise for swinging that ball around.

Submitted

The mechanics is interesting. It's very fun (and hard to control). I like that you needs to built up the rotation speed to kill the enemy. It's frustating when the ghost appears tho. Anyway, it's great game. Good job!

Submitted(+1)

Awesome game! The core loop is really fun / satisfying, and the different enemy types keep things somewhat unpredictable. I found it a bit difficult to keep the momentum going after a bounce, even when I saw the enemy beforehand and expected the ball to bounce. I also experienced the overwhelming runaway effect when you let a few too many enemies hang around. My initial thought was to just have the game decrease the spawn frequency if there are a large number of enemies in the arena, but perhaps a more interesting approach would be to drop power-ups that could, for instance, increase ball size, or add a burst of momentum, or make it spin by itself for a short time, etc.

Great work! :D

Submitted(+1)

Game feels really smooth/good to play in general. I have no idea how you got 146. I think bigger levels may be appropriate, especially when the spawn rate of the enemies goes up, because one "big/strong" enemy causes the ball to reverse which can be very frustrating to correct given that the ball may hit it immediately because of how big the ball is. Overall, really good game!

Developer

Thank you for the review! Yeah hitting enemies as they spawn is the kind of issue you get when you're making a game alone. I usually tried to keep to the middle of the screen so I never noticed it was an issue. Next time I'll get more playtesters!

(+1)

It's a really clever mechanic, and it's a nice touch on the pseudo tutorial to start the game! Definitely hard, and in particular, it feels like there's a cascading failure loop where if you ever stall out -> you don't kill fast enough -> more stuff on screen bumping the slow ball -> more stalling. If you decide to build out the concept more outside of the game jam, consider adding a recovery mechanic akin to screen-clearing bombs in shmups, maybe something that gives you a burst of free-spinning to get you going again that's also a pseudo-shield/panic button.

Developer(+1)

Thanks for the comment! Yeah, in hindsight I should've added some way out of that state - maybe if small ricochets pushed the ball off a little faster so you can turn that into more spin or cap the number of enemies. Sadly the torture of a game jam is that I can only get feedback after it's too late to change, so oh well. :P

Great gameplay loop ;)

Developer

Thanks for the review!

(1 edit)

Nice and addictive gameplay! The swinging feels good and its interesting to manage the movement while running for my life.

Developer

Thanks for the review! I'm hoping it's not too much to ask the player to juggle.

Submitted(+1)

I really liked this, the game gets pretty hard pretty fast though, i feel like slowing that progression would be great, not too slow, but def slower, my only real issue would be the use of art, i get that those are premade assets, and it may be hard to get them to match up, but i do recommend to keep all sprites at the same scale, like 1 pixel from the big red ball is much more bigger than 1 pixel from the player, it's usually best to avoid such a thing, also some art assets are made in diffrent resolutions, like you have 16 bit, 32bit and 64bit art combined, to avoid it maybe limit searching for art to one artist, or even just one asset pack

Developer(+1)

Thanks for the review and feedback! All the art in here started as temporary art, but when it came down to the wire I could either polish the mechanics or the art, so it got left as-is.

Excited to try to do my next jam in a team so I can afford to cut fewer corners next time!

Submitted

Cool game! I like how the start is teaching you the game in an interactive way. Good game design.


The game is very hard and I only got 30 points.

Submitted

30?  I think my highscore was 12... once the ghosts show up and reverse the direction of movement I basically couldn't recover.

Developer

Thank you for the feedback! Definitely got developer tunnel vision while making it and may have balanced the game for someone who played it for 30 hours, but oh well.

Viewing comments 20 to 1 of 57 · Previous page · First page