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Pac-Roll's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay / Fun Factor | #5 | 3.889 | 3.889 |
Ready to Release for Money! | #13 | 2.000 | 2.000 |
Can't Wait For The DLC / Sequel | #14 | 2.667 | 2.667 |
Overall | #15 | 2.800 | 2.800 |
Music & Sound | #16 | 3.111 | 3.111 |
Art / Aesthetic | #27 | 2.333 | 2.333 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- I love the concept of using your phone to control the board - I have never played a game like it, so it was a fun new challenge! The gameplay feels very well balanced; I never felt cornered by the enemies, but I did have some close scrapes, which pushed me to strategize and kept the game from being too easy. My only concern is that it seemed the connection between my phone input and the game experienced some lag, which made it difficult to control at times. I think if this issue were resolved, you could definitely release this game. Great job! :)
Concept Jam Submission Link
https://aubreyprime.itch.io/browserphonegame
Prototype Jam Submission Link
https://aubreyprime.itch.io/browserphonegame-prototype
Production Jam Submission Link
https://aubreyprime.itch.io/pac-roll-greenlight-jam-production-sprint
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Comments
This is shaping up really nicely. I wish you had a bit more time to make the cylinders into ghost. I think removing the risk of falling off the edges made this so much more enjoyable. The only thing I noticed was that if you die the game restarts everything start moving (i.e. the ball started falling in the last input direction and the ghost started moving towards you) but don't have control over the player and a couple of time I died as a result because the ghost were right on top of me when the controls kicked back in. I think that the player should have a few seconds of invisible frames to start moving before and ghost should start to peruse the player. I also think the game should auto pause if it stops getting input from the phone. I was playing so long that my phone cut off and I got caught by a ghost trying to cut it back on.
Phone control was great. I was really hoping for a monkey ball feel. I think with some stabilization on the phone gyro side it could be super smooth. Also since you get stuck in the wall you can't really slow roll using the wall as a brake which I kept trying to do because I never learn :)
This was a super creative submission. I ran into one bug that lead to another bug. On level 3 it started the blue guy on top of me every time which made me die over and over again. Then it let me continue playing while the name input screen was up.
Great work on this :)
Big props on the functionality of the QR to phone and having the browser handle the game, it works as intended! The game is simple and a little rough in places but enjoyable, a good twist on a classic, I like it! Good job!
I am super bad at this, lol. But I enjoyed the idea quite a bit :)
Still a bit jank, still a bit buggy (once I reached level 4 I got spawncamped by all 4 ghosts at once), but a fun time nonetheless. The physics are really improved from last week, which is quite impressive given the short turnaround. I really like the addition of the leaderboard too, that's always a fun thing to see in a jam game (y'all better not take my #2 Pac-Roll crown!)
Strange little game. I'm not sure what to think of it other than I do believe its pretty cool that you can control it via your phone.
My suggestion would maybe in the future have it be less physics based. Which is counter intuitive I know, but perhaps having it be more 'on rails' would make for a smoother experience.
The stability is better compared to last time. Although I did completely lose connection at the end and had to wait for an enemy to come around to end the game. It can really benefit from some sense of progression, like adding more enemies over time or have the map become more complex to traverse. It was fun until I got good at the game, at which point it became really repetitive.
Thanks so much for your thoughtful feedback! Getting the motion data from the phone to translate smoothly to the game play has been way trickier than I expected. The first version you played was using rigidbodies to do physics simulation, but as you saw, that turned out to be WAY too glitchy. Even the final version, which does away with the physics, is far from perfect.
I totally agree with all of your suggestions, too, about making the game play more fun. As I say at the end of every jam, "if only I had *one more day*".
I'm looking forward to playing your submission.
Thanks!
-Aubrey