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.
Viewing post in Ball-O-Arma jam comments
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.