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Ball Bouncer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
If 0 is not at all boingy and 5 is extremely boingy, how boingy is this game? | #4 | 4.667 | 4.667 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Really, really good and I can easily picture it being very popular if it ever gets expanded into a full game. Excellent work.
I have to confess I didn't even notice the bounce/s counter and plaid for sheer fun of watching the ball bounce. The attention to detail and the fact that this runs smoothly on my 2013 MacBook Air kept me playing even longer. I'd like to see where you can take this further. Congratulations on a job well done!
I played on this game for AGES!!! Initially I just draw in a ceiling and tried to make everything bounce the fastest and got up to 140 p/s, but then I restarted and just had fun casually drawing and experimenting and seeing how to create little traps for the balls and I didn't make a great piece of art but I was enjoying the process and experimentation - ended up getting 500+ p/s which felt rewarding !
I would totally pick this up for some down time and just to mess around with now and again as I'm sure I didn't cotton on to all the secrets of the balls :p
The implementation was good! The balls and physics and motion blur, solid! The drawing tools made you move slowly and that was a bonus I think, but I didn't try drawing anything specifically. I loved that it started out without any tools and then added those in afterwards, a nice way to introduce the player to the mechanics.
Like I said I got sucked in and really had a blast playing with this, a fantastic entry!
I was a little unsure of what was going on at first, but all was revealed in time. It might be interesting if some of the balls could interact with your drawing: change colors, nudge lines around, etc. (I also kinda wanted to drop in some pinball elements for the balls to bounce around with.) But it was good fun exploring as-is. Excellent entry.
There’s so much attention to detail in the UI here, that’s impressive. I spent way too much playing around with this and can see myself coming back to it for a nice little break. And soooooo much boingy :D
What is here is impressive! I like that the balls all have different rules for how to get the most out of them!
It needs some kind of visible incentive to get the player hooked on improving their bounce per second gains. What is here is very functional, and I did enjoy figuring out the different ball rules and strategies for max bounces. But without an "end" goal after the 7th ball is unlocked any optimizing feels a bit pointless. I would consider adding a final goal, and maybe a time summary for how long it took to reach it. That way players want to improve their efficiency and start strategizing around the ball abilities.
My original concept for this was to create something that could either be played as a chill drawing program, or an infinite idle/clicker game. To that end, I didn't really want to add an incentive to unlock everything or bounce the balls faster, other than the intrinsic motivation to see the next ball. I only had time to add a few balls though, so it does become "pointless" pretty fast.
In the game's current state, I'd consider adding some indicator that everything is unlocked (say, a star appearing next to the title) to say "you did everything, so you can stop now if you want"
I really love the progression via the unlockables. The ball motion + blur effect was done amazingly and I'm jealous of your physics implementation for the bouncing. Everything was super smooth.
The painting feature was fun to use but it was a bit bothersome to need to slowly draw in order to have lines and avoid it just applying "dots".
I'm a big fan of the minimalist design to this!
Very impressive job.
Glad you liked it!
I really wanted to add proper line drawing instead of one dot per frame, but it was simply too slow for browser. Honestly I'm not sure if the ruby interpreter would be fast enough, even with perfect code. I'd either need to reduce the simulation size or enter the land of c-extensions to make it work
I felt that pain for my game as well! I had significant slowdown compared to the native apps. I'd like to pinpoint where the slowdowns are most affected and see if there's a better way to write it or give potentially useful feedback to the DragonRuby devs :D
Fantastic entry! Blur/motion effect is nice. I bounced all of the balls.
Cool funny game, nice to relax and watch the balls (hehe) bounce around on screen. I didn't hear any music, so it would be a nice addition. Great job and keep having fun!! ^^
If you want to see me play it, check it out on twitch: https://www.twitch.tv/gonbadgames
Thanks for playing the game on-stream!
I didn't have enough time during the jam to add audio, but I might still get to it at some point.
It's like an art program with bouncing balls. Was drawing a Kobold in it and sadness almost finished and then it crashed T_T. It is a cool concept. Not sure it is a game but doing the live bouncing on things is cool. (not a programmer so no idea how that is working so I am amazed!)
Thanks for the submission. Was fun to paint with balls bouncing till it crashed.
I'm sorry you didn't get to finish your drawing! :(
I updated the game with a bugfix that may have been your issue. Hopefully this won't happen again!
Unfortunately, I couldn’t figure out how to unlock the other balls.
Really interesting from an implementation perspective though. Great physics and FX. The use of signed distance fields with pixel arrays for rendering and logic is quite novel for a DR game
Thanks for playing! The other balls unlock as your number of bounces gets higher. It might take a little too long for a jam game though (second ball drops at 1500). I could probably speed up the first couple unlocks to make what's happening more obvious.
I'm honestly still a little shocked that this implementation works at all in browser. The signed distance field calculations are just fast enough to remain playable at full resolution, although I do wish I could have made the eraser a bit bigger.