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A jam submission

The Lil BowlinskiView game page

Travel back in time to experience the style of bowling that started the Lil Dude's love of the game!
Submitted by hallofpool — 1 day, 37 minutes before the deadline
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The Lil Bowlinski's itch.io page

Results

CriteriaRankScore*Raw Score
Concept - How exciting or unique the game is.#24.0004.000
Overall#33.2223.222
Enjoyment - How much you enjoyed playing this game?#42.6672.667
Presentation - How well executed the game is.#53.0003.000

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

What assets did you use in this project?
Unity

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Comments

Host

This worked really well for me! I know some other people had issues and didn’t understand the physicalized ball controller and shoe you were doing. Quite clever. I played it normally with just my controllers and throwing the virtual ball. The physics worked really well. Very similar to my real bowling score once I got the hang of it.

P.S. Thanks for including bumpers. Was good for a warmup :p

(+1)

Nice graphics! Looks very professional! The ball sometimes did not seem to move and rotate correctly, but the concept is very nice.

(+1)

I was pleased to try a VR bowling game, I havent yet, and this one has plenty of style.  

However, upon loading the apk from the Quest browser, I'd get frozen on the Made by Unity screen, until I attempted to exit, whereupon the bowling lane loaded in.  Not sure what's happening there, but was a bit of a hiccup to start with.

I'm not sure why I had a shoe for a left hand, but it gave me a chuckle.  I tried rolling a frame or two, but the ball wouldnt release when I let go of grip/Select, so the best I could do was pretty similar to the niece in Uncle Buck, rolling very slowly down the lane until the inevitable gutterball...

Which led me to the neatest idea of your entry:  the balls POV.  Adding a camera to the ball, like Sniper Elite adds a camera to the bullet, is a really clever idea for VR bowling.  Once  you improve the frame rate through some optimization, and address the interactor's refusal to release, you've got the bones of a fun little VR bowler!

Good work!

Developer(+1)

I think I have fixed most of this.  The reason you have a shoe and the release is "sticky" is that I have designed this so the controller is the ball and the other controller is a shoe (foot).  I added a toggle on the settings screen for the controller-addicted people to bowl.  The shoe (when the controller is tied to a foot) will trigger the foul light and haptics. 

I'll upload my newest in a few minutes.  still working on gaze interaction with the settings menu since the controllers are really intended to be tracked objects.

(+1)

Bit weird - but I couldn't start this one up. 

I loaded the apk to the device, but it never showed up on the apps list - I tried a few times but it never showed up. I used SideQuest and it said it uploaded ok, however it was never visible in the unknown sources list like the other jam games... 

Developer

Thanks - haven't heard that one before.  I tried to replicate.  Uninstalled the apk and downloaded from itch.io.  installed with SideQuest and it shows and runs.  I'm still working on swapping controllers and hand tracking.  If you wait til I have something working then, I'll just post up in the threads.  

Thanks for trying...

Submitted(+1)

From what I could play it was fun, however it was VERY laggy on my quest 3s not sure why. 

Developer

It can be a bit laggy on startup, but should settle down after that.  I made some change to make it play nicer with controllers.  I have a quest 2, so can't say why it might be really laggy.  My older version was definitely really bad, but I removed a bunch of extras and it is running better for me.  

Submitted(+1)

Nicely done. I liked this. Loved the retro enviroment and being able to draw on the scorecard. I had quite a few issues trying to throw the ball. The ball would often freeze in the air after letting go. Not sure why. 

Developer(+1)

Thanks for the feedback.  I think it is sticky on the throw because I set it up to be released on a collider instead of the controllers.  I'll look into it and see if I can make that smoother for those not committed to making a bowling ball of their own.  I hope to make the drawing based on hand tracking instead of controllers.  Also working so the UI is gaze based since, ideally, the controllers will just be tracked objects.  

Oh - try the reset button - there is old school for you.

Developer(+1)

fixed release - now have option to have controller as the ball  (off by default).