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Remarkable:
The fine manipulation of velocity needed to succeed in this game (fine manipulation I did not have)
is an interesting mechanic to play with. That mechanic is used in a lot of marble games I've come
across, which admittedly isn't a lot but making the player manipulate the velocity of the ball
just to navigate the course in a timely manner puts an interesting challenge in front of the
player.

Improvement:
The platforms were far too small. I know that may have been intentionally designed that way to
present yet another challenge, but I would look into other games that utilize the principles
you were trying to achieve for improving your level design.

Successful:
The timer was implemented very well, providing the only incentive for moving quickly. The controls
were somewhat tight, but still provided the challenge that you were looking for in terms of a ball
shaped player. The topic was bouncing balls, and I think the way you went about it was very well done.

General:
I disliked the message printed in the console, it was somewhat patronizing even if it was more meant as
an encouragement to do better. I also disliked how small the platforms were as it made the game
ridiculously difficult. Talking about the difficulty, I have to say I liked how tight the respawn
mechanic was and the fact that there was a clear halfway point so well done there. Work on the level
design and you will be that much closer to having a solid rage game under your belt.