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A jam submission

Roll DownView game page

Classic rolling ball game combined with an extreme downhill drive!
Submitted by Hectagon — 5 hours, 47 minutes before the deadline
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Roll Down's itch.io page

Results

CriteriaRankScore*Raw Score
Sound/Audio#121.1791.667
Fun#121.4142.000
User Interface (UI/UX)#131.1791.667
Visuals(Graphics)#131.6502.333
Overall#141.1791.667

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://hectagon.itch.io/rolldown/devlog/385588/roll-down-046-air-update-release

Developer Feedback Questions
How did you find the game?
Did you like the gameplay?
Did you find the game to hard or to easy?
Does the Online Leaderboard work for you?
Do you have any Ideas for future updates?
Thx for playing the game.

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Comments

Submitted

I'm happy to say the windows version ran fine, just wanted to note that since I saw there were problems with other operating systems.

This was pretty fun, I played all the game modes and found moving the balls to be fun, but some of the game modes were a bit confusing. Like the Race mode is obvious, and the Time Attack mode I think I understood where you have to pass the next checkpoint under a certain amount of time.

The Speed Trap mode I didn't understand the objective. Was the intent to maintain a speed under the speed listed at each checkpoint? If so then why is the leaderboard at the end based on highest max speed?


I'm honestly not sure if I won or lost lol.

Moving as the balls I think felt mostly good, I especially like how when you collide at a decent speed the UI shakes with the camera. Controlling in the air felt like I had some level of influence but not so much that I could turn on a dime without significant effort. Which I think is a decent balance for me personally. It was fun to bounce up in the air because I took a turn too quickly and then have to reel myself back in just in time to land back on the track.

The game for the most part felt a bit too easy for me, I had the AI set to hard and I was able to win the race twice with a seemingly good lead. Well actually the second time the AI bounced me off the track, and I ended up being able to get back on the track near the third or fourth checkpoint, way ahead of the AI. I couldn't figure out how to respawn, I tried pressing E but the control might have changed for the race mode without me noticing. Either way, I don't think it was the intended way to win but it was fun, can't deny the results.


In all the game modes I seemed to consistently land near the top of the leaderboards, and I don't really play racing games, so maybe its too easy. But if a bunch of other people say its too hard then maybe tone it down some way.

I didn't login or make an account (on principle I try to avoid signing up with actual info for jam games, nothing personal for this game), just played as guest so couldn't tell you how the online leaderboard worked in terms of saving my results. Though I was confused by the login screen at first because I couldn't see the very faint text fields prompting a username for guest login. So perhaps adding some sort of outline, underline or distinct background to the text fields would be helpful.

For other suggestions, I think the "speed trail" behind the ball is kinda neat as I found it to more easily display speed than the speedometer (since my eyes were focused on the ball and the track). But it seemed like the spawn for the trailer was either lagging or was too far from the ball mesh, because there would sometimes be a gap between the trail and ball.

Experimenting with more variation in the track like adding more jumps, or maybe forks in a track could be a good idea. Might play well, might not, but could be fun to try out if you have time/will.

Overall I like the concept, and it played fine for the most part, with more content (which I think you mentioned is already on the way) and a little more polish I can see this becoming much more enjoyable. Nice work!

Developer

Hi thx for your massive Feedback I am glad you enjoyed the game. I will come back to you as soon as possible for some more questions if that is ok for you?

Submitted(+1)

No problem I like to give as detailed feedback as time allows. And yeah sure if you need more info I may be able to answer your questions.

Submitted

The Linux Version of the Game is stuck at the Loading screen. In the Debug Menu this is what is written

/home/user/.local/share/Steam/steamapps/common/SteamVR/bin/linux64/vrmonitor: error while loading shared libraries: libudev.so.0: cannot open shared object file: No such file or directory

I hope that helps

Developer

Hi thx for your interest in the game since my GPU just decided to die and my new one will arrive in around 10 days I will be only be able to ask some question until then if that is ok for you. What distribution are you running and what are the specs of the system? Did this happen when you started the game?

Submitted

The game is stuck at the start up (see picture)

My specs are:

OS: Arch Linux x86_64

Kernel: 5.18.1-arch1-1

CPU: AMD Ryzen 5 1600 (12) @ 3.200GHz

GPU: AMD ATI Radeon RX 5600 OEM/5600 X



Developer(+1)

thx as soon as my GPU have arrived I will try to reproduce the problem and develope a fix!

Submitted

It's a cool concept with simple premise and controls. I love the graphics but I feel that 2GB is a bit too much for such a game. This could have been a cool Mario Kart clone. Also it reminds me a bit of Super Monkey Ball.

Developer (1 edit) (+1)

Thx for your feedback. Of coarse I know that 2gb is a lot but you have to see this in the way that most of the assets are already included for the next 20 tracks. As soon as posible I will take a look at your game.

Submitted

Is there any way you could export a Mac version? I'm using macOS (what a loser i know), and I would love to play this game!

Developer

Hi thanks for your interest in the game! Sadly currently I don't have any system that can run Mac OS so I can't build the project for Mac. Its the sad reality that you have to own a device for euch platform to build an unreal engine project. Hopefully I can get a used Mac some time later, as my target is to bring the game to all three platforms. Off coarse I will try now your game.

 

Submitted

Thank you so much!

Submitted

you have to have a computer on a certain platform to be able to add an export to it in Unreal? Damn that sucks

It's a good thing that I don't use it then, because not having a windows export to my game would be a tiny little problem xD

Developer

yea I can see this beeing a problem.

This and the strange physics make me sometimes think about switching to Unity, Godot or even Unigen but since I have collected most of my knowledge with this engine makes it almost impossible for my to switch.  

Submitted

I can recommend Godot (from personal experience :)