Cool idea, it would be nice if the balls were different colours. I kept losing track of which ball was supposed to be hit by which hand
Play game
malaborio's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity - how original is the idea? | #11 | 3.714 | 3.714 |
Overall | #21 | 2.889 | 2.889 |
Entertainment - how enjoyable is it? | #26 | 2.429 | 2.429 |
Presentation - how does it look/feel? | #30 | 2.524 | 2.524 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
It felt weirdly hard to play. I think the crowd watching gave me anxiety lol. I’m proud of you for not using pixel art!
I have to take a look how you created the game! I didn't quite get the rating, is it just displaying how many balls I keep in the air at the time? I don't like to move the character to throw the balls again. Would be nice if one could have a mouse button press event to give an angle and amplitude to the thrown ball.
The bar increases faster depending on the number of juggling props in action, the goal of the game is to fill the bar, I did not tweak the score mechanic enough to get a more intuitive feel. I like your idea of an angle selector, maybe for a special move or a more difficult mode, since I would have to reduce the current gravity value.
The source should be in in the download page.
A new genre: the juggling type game! I always enjoy jam games with simple controls that are easy to pick up and play. I do wish the hitboxes were bigger for the player's arms as I felt like I had to be too precise in my movements to keep the juggling going. I'm about as good at juggling in this game as I am in real life (which is to say: not good!) It's so cool that chose to use Hoot for this project!
Thanks. I originally intended to create a more realistic juggling animation, and the juggling mechanic to be just pressing a button at the right time, but in the end a poor animation with simpler mechanics seemed to work best( a happy accident I guess).
I considered drawing the hands, but knew I would not have time to animate them. I will probably add them later, there is a list of things that i would like to add, and learn a bit more of Hoot in the process.
Thanks. After the jam I realize now that I totally underestimated how time consuming creating art and sound is (which is why I ended with no sound and the cartoony style). And I expected to finish with coding much sooner, my original simple design was harder to implement than expected. Anyway I'm hyped for the next jam.
Also, Hoot is fantastic, this was a great opportunity to learn about it. I will definitely use it ( if not for a more fully developed game) for making some tools or for web development.
It's creative. I had to do a bit of thinking before realising that I had to move the character underneath the falling balls for them to be thrown back up. A bit of help text would have been nice.
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