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A jam submission

Ball-O-ArmaView game page

This is how I roll
Submitted by powertomato — 11 hours, 21 minutes before the deadline
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Ball-O-Arma's itch.io page

Judge feedback

Judge feedback is anonymous.

  • GDD Clear GDD, lovely to see that you put your own personal experiences as inspiration. I would like to see your thoughts about the art and sound design, as well as a timeline of development. Gameplay Solid mechanics—I like how they interact with the world. And the variations were clever. Using the enemy as a boost to get to the objective and reminding the player that they can use the weapon to touch the goal was nicely done. Art Very enjoyable art style and color palettes. There's something about the ball and the balloons that gives an out-of-this-world vibe, like they don't belong in a good way. Gave me a reason to hunt the void balloons. Sound design Gentle BGM with a nice loop. The SFX was on point; I especially enjoyed the hit and movement SFXs. . Last thoughts Naaaa nananananana Ball-O-Arma Damacy. Solid inspiration, but with a more chill-out execution. It was a lot of fun. At the end, I just wanted to get beeeeg. Good job.

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1cwS2GRIiM4x7SyRhrxuSTpof8xskE5Hh_XP9dbnq9sA/edit?usp=sharing

Have you checked that your GDD is publicly accessible ?
Yes

Is your game set to public on itch.io so we can see it?
Yes

Summarise your game!
A 3D puzzle platformer with physics based controls.
The player controls a sticky ball and can attach weapons (and other objects) to it in order to solve physics and movement centered puzzles.

The weapons become part of the body, the player becomes the weapon.

Use either a mouse or an controller:
WASD to move, mouse to look around
Shift to speed up
Space to jump
Left Mouse Button (hold) to aim and (release) to shoot

Left Stick to move, Right Stick to look around
LT to speed up
A (South-button) to jump
RT to (hold) aim and (release) to shoot

Please explain how your game fits the theme:
The weapons become part of the body, the player becomes the weapon.

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Comments

Submitted

This is fantastic!  Great work!

Developer

Thank you very much

Submitted (1 edit)

Loved this little puzzle game, katamari like! Great low poly art and vibes. Level 4 was giving me some issues with frames which added some extra challenge but eh webGL what are you going to do? I liked that you can throw objects from yourself, that felt pretty unique. Overall a fun little puzzle game that has potential!

Cool entry

Submitted

Really cute game! Super well polished, amazing SFX and visual effects. The movement felt fluid and there's a lot of potential for neat game design. The speed penalty and hindrance to jumping when stuff is stuck to you felt a little rough and made me hesitate to use the core mechanic too much.

Overall great game though - I played longer than I meant to which is a good sign! Good job!

Submitted

Cute game! I really enjoyed this expansion on the katamari formula and the overall vibe of the game as well. There were definitely some moments where I was still intuiting things that I found a little frustrating but I think the game does a great job of slowly introducing you to mechanics as you need them. As well there was never really a point where I felt the physics were getting in the way. I think probably my favorite moment of gameplay was attempting to build a ladder of objects so that I could get those higher up balloons with my sword. Great job! Oh also there's a bug where I couldn't jump when playing on gamepad

Submitted

Finished the game but boy there were a few frustrating levels. And for some it required me to make some intuitive leaps about the gameplay. Which maybe isn't a bad thing, and it seems like that was the intention anyway. I liked the inclusion of cheese for those who want to go for it. Overall, you did a great job, i liked it :)

Submitted

This was fantastic, I was just excited to play a Katamari like, but everything was very on point. I liked the restituion physics with the trees to see them spring right back up. All the little animations had such nice polish, like the level transition stars. So was the ball's texture a shader or something else? I seem to remember a method of essentially panning the UVs across a large texture. For the controls, the default mouse sensitivity was very high for me, so I'm glad you had a way to adjust that. I beat the game before realizing the shift key was a thing. The only thing I can really gripe about the controls though is the controls say "aim and release to shoot" for left click, but that's not really what it does unless you have a shuriken. Otherwise, it drops stuff off the ball, which is great, but like the second or third level where you have to jump over a hold to stab the balloon, well, I clicked and dropped the sword XD.  I was pretty into it by the time the jail bars were keeping you from the next level, and that reminder that you're the weapon just made me smile. Keep up the good work, this was well thought out, well executed.

Developer

Thank you very much for the kind words. I thought of having specific actions for the weapons like you could throw shurikens, but the sword would swing and you’d thrust the spear, which would essentially allow pole jumps. But having a smaller scope, but polished levels seemed like a better choice for a jam.

The ball effect is essentially that, a projection of the UVs on a large world sphere around it with wrapping, but I did it in a shader.