It's definitely a compelling initial setup, but I found the control of the ball frustrating only because I really felt helpless. *Maybe* you wanted the player to feel that way, or feel like the odds were stacked against them. But, if you didn't, then I'd suggest giving the player's movement a bit more "oomph" because the purple balls would knock me way out of the way and then it would take me a long time to get my ball back up to speed and then I'd get hit by another ball. The aspect that is super successful is just the feeling of chaos that you see as soon as you start the game. Mayhem indeed! It's also great to see that you added a timer and UI, even though we hadn't really covered those aspects yet.
One suggestion on the scripting - I noticed that you use `Find` in the `OnTriggerEnter` method in the `winbox` script. It's best to avoid using `Find` outside of the `Start` or `Awake` methods because it's a lot of work for Unity. Especially when the object you're finding, the "sphere", is always in the scene. A better approach would be to create a variable to store the GameObject and use `Find` like this:
Pretty cool. Definitely harder than it looks. I like how funky the controls are. The bouncing purple balls are really cool. They make it fit the name of the game, Mayhem, for sure. I timer should reset after the game resets. I would expand on it and make the game longer.It is a little on the short side for right now so think of some other obstacles you can add. Overall, very cool.
I think this game functions really well. The objective is easy to understand, and the purple balls are a fun obstacle. My only complaint is with the controls. Moving the main ball around feels awkward, and I couldn't get a grasp on it even as I reached the objective. I do think the simple course was perfect for this demo, as it's simple enough to introduce players to the type of challenge they would face in this game. I wanted to know if the course was on a ramp or not. Making that more obvious might be helpful.
Hi Georgia, I really liked how you added an element of craziness or "chaos" to your game with the purple balls bouncing around in different directions. It fits along with your game title "Mayhem." It also adds a bit of a challenge to the game trying to move the pink ball to the end of the level while dealing with colliding purple balls at the same time. What I would change or improve would be the timer. I love the UI aspect of the timer being that it appears right it front of you to see in the game. I think it would be cool if you added an additional challenge aspect to the game by counting down the timer instead of increasing it(though this is overall based on preference), or by keeping track of the player's personal best times. Another thing I would improve would be the reset/restart of the game. Perhaps when the game resets back to the start you could reset the timer, or give the user the preference of using keyboard input to restart the game if they would like. Overall, I think the game is successful in fitting the chaotic theme that was intended with the purple balls moving around. In particular, the fact that the purple balls are seemingly moving in random directions makes the game unique, as you don't know what to expect as the player trying to navigate to the finish.
I played your game a few times and I enjoyed what I played. I found it remarkable that you were able to fit so many balls into the small condensed space. I can tell that you wanted to make the space chaotic as your title fittingly states and I believe you certainly achieved that. However, I noticed that after just a couple minutes most of the balls bounce completely out of the arena. It may have been useful to add a ceiling to contain everything and keep the mayhem going! Also, I noticed that every time one of the purple balls made contact with the goal post an error would occur so that's something to look in to. I thought the timer was a very good idea so players could see how fast they can get through the chaos. I think it would have been a nice touch if the timer and bouncing balls reset with the player when they reached the goal so the player could immediately go for another go to try and beat their best time. Also, I realized that the controls were programmed for a camera at a 45 degree angle but your game's camera is not rotated so the controls don't really send the player where they would expect to go. I'm not sure if this was intentional or not to add to the mayhem, but it was something worth noting. Overall, I enjoyed playing through your prototype!
Hi Georgia! This was a really fun little prototype and I think you had a great idea with using the bouncing balls as obstacles. However I thought the game was a little short and it could have been extended to have different types of obstacles and a longer path. There also may have been just a few too many balls, but that's not a huge deal. It was really fun to play and move around in, I just wish the idea was a little more explored. I also think the colors could have been a little brighter instead of mostly gray. I'm also really interested to know how you programmed the constant bouncing of the balls. I would definitely be interested in playing more of this idea!
Comments
It's definitely a compelling initial setup, but I found the control of the ball frustrating only because I really felt helpless. *Maybe* you wanted the player to feel that way, or feel like the odds were stacked against them. But, if you didn't, then I'd suggest giving the player's movement a bit more "oomph" because the purple balls would knock me way out of the way and then it would take me a long time to get my ball back up to speed and then I'd get hit by another ball. The aspect that is super successful is just the feeling of chaos that you see as soon as you start the game. Mayhem indeed! It's also great to see that you added a timer and UI, even though we hadn't really covered those aspects yet.
One suggestion on the scripting - I noticed that you use `Find` in the `OnTriggerEnter` method in the `winbox` script. It's best to avoid using `Find` outside of the `Start` or `Awake` methods because it's a lot of work for Unity. Especially when the object you're finding, the "sphere", is always in the scene. A better approach would be to create a variable to store the GameObject and use `Find` like this:
OR, avoid using `Find` entirely and just assign the `playerSphere` variable through the Unity inspector by making it public instead of private:
Pretty cool. Definitely harder than it looks. I like how funky the controls are. The bouncing purple balls are really cool. They make it fit the name of the game, Mayhem, for sure. I timer should reset after the game resets. I would expand on it and make the game longer. It is a little on the short side for right now so think of some other obstacles you can add. Overall, very cool.
I think this game functions really well. The objective is easy to understand, and the purple balls are a fun obstacle. My only complaint is with the controls. Moving the main ball around feels awkward, and I couldn't get a grasp on it even as I reached the objective. I do think the simple course was perfect for this demo, as it's simple enough to introduce players to the type of challenge they would face in this game. I wanted to know if the course was on a ramp or not. Making that more obvious might be helpful.
Hi Georgia, I really liked how you added an element of craziness or "chaos" to your game with the purple balls bouncing around in different directions. It fits along with your game title "Mayhem." It also adds a bit of a challenge to the game trying to move the pink ball to the end of the level while dealing with colliding purple balls at the same time. What I would change or improve would be the timer. I love the UI aspect of the timer being that it appears right it front of you to see in the game. I think it would be cool if you added an additional challenge aspect to the game by counting down the timer instead of increasing it(though this is overall based on preference), or by keeping track of the player's personal best times. Another thing I would improve would be the reset/restart of the game. Perhaps when the game resets back to the start you could reset the timer, or give the user the preference of using keyboard input to restart the game if they would like. Overall, I think the game is successful in fitting the chaotic theme that was intended with the purple balls moving around. In particular, the fact that the purple balls are seemingly moving in random directions makes the game unique, as you don't know what to expect as the player trying to navigate to the finish.
I played your game a few times and I enjoyed what I played. I found it remarkable that you were able to fit so many balls into the small condensed space. I can tell that you wanted to make the space chaotic as your title fittingly states and I believe you certainly achieved that. However, I noticed that after just a couple minutes most of the balls bounce completely out of the arena. It may have been useful to add a ceiling to contain everything and keep the mayhem going! Also, I noticed that every time one of the purple balls made contact with the goal post an error would occur so that's something to look in to. I thought the timer was a very good idea so players could see how fast they can get through the chaos. I think it would have been a nice touch if the timer and bouncing balls reset with the player when they reached the goal so the player could immediately go for another go to try and beat their best time. Also, I realized that the controls were programmed for a camera at a 45 degree angle but your game's camera is not rotated so the controls don't really send the player where they would expect to go. I'm not sure if this was intentional or not to add to the mayhem, but it was something worth noting. Overall, I enjoyed playing through your prototype!
Hi Georgia! This was a really fun little prototype and I think you had a great idea with using the bouncing balls as obstacles. However I thought the game was a little short and it could have been extended to have different types of obstacles and a longer path. There also may have been just a few too many balls, but that's not a huge deal. It was really fun to play and move around in, I just wish the idea was a little more explored. I also think the colors could have been a little brighter instead of mostly gray. I'm also really interested to know how you programmed the constant bouncing of the balls. I would definitely be interested in playing more of this idea!