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Nice Monkey Ball-like. It's interesting how it plays more like Marble Madness in some ways. The presentation and basic controls are already pretty much perfect. My main issue for this build is the level design.

The levels are too long and repetitive. You don't need to introduce a challenge style and then every so slightly ramp up the difficulty over and over again. Just have the complete version straight away and I can retry until I get it. Slow escalation only works for games with infinite retries.  

Other issues: The rolling sfx seems a bit off and inconsistent. Often it's not playing at all or is lower-pitched than what I expect. Conversely, standing completely still on a moving platform will play it.

I don't like how knocking enemies around is harder the more momentum you have. It should be the other way around. It feels like you apply the same knockback to them every time, but you yourself are knocked back more the more speed you have. It's boring to have to slow down to fight; that should not be the optimal playstyle. Or if they are to work this way, they should be sparser and the levels should be designed around the strategy of avoiding them entirely.

A drop shadow would be useful for making jumps.

Non-fullscreen doesn't work. Let me resize the game window, too.

All that being said, I had quite a bit of fun! I'll be looking forward to the next build.

Yes, while there's definitely Monkey Ball influences, it does play more like Marble Blast, Pac N' Roll, etc. where you control the ball instead of the stage. I agree that the levels could use some adjustments as well as the walking sound effect. I think what you're experiencing with the bumping is that the enemies are stronger than the player is when it comes to bumping, so if you ram into them then their force will be added onto your speed, making things difficult. It is actually recommended to primarily dodge the enemies if you do not have a blast attack ready, and if near an edge you will have a window of opportunity to bump them off easily. You can also just bump them normally to get them out of the way a bit but brute force to knock them off is not recommended. The game should do a better job of teaching the player enemy interaction and this will be addressed. Adjusting screen size currently does not work because the game is not optimized to play on different aspect ratios. Currently if it's a non-16:9 aspect ratio then some UI elements may be misplaced or missing. This will have to be addressed but it's not high priority. Thanks for playing.