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(+1)

I liked your game. It takes a while to learn how to control it since swiping immediately makes you think this should be a mobile game. And it would work as a mobile game but maybe instead of swiping you could use gyro control like in the ball labyrinth where you tilt the phone to essentially control the gravity.

Mobile game idea aside, this is a cool game. I like how you've made enough levels to introduce and then test the player for the new mechanics you introduce. That's good learing curve design. I've especially liked the introduction of orange cubes and I've hoped there would be more levels with both 1) choices which orange cubes to spend balls on and 2) once you've chosen having to still navigate through them without losing any balls.
It's a shame that you didn't have time to implement scoring for how many balls you've successfully brought to the finish line and perhaps the number of swipes made.
Aesthetics works for me for a jam game about design but I'm not sure whether it would work without a bit of tweaking as a full game.
There are only 2 things that really bother me:

-a minor one is that the last level was a bit dissapointing since it seemed to use mechanics which I was already tested for a few levels ago. Second to last level would make a better last level in my opinion.
-major one is that the game gets much easier if you just quickly swipe around to essentially move the balls step by step (especially if you can get the balls next to one another and have them move in a cluster. I think gyro controls on the mobile phone would solve that problem.

Thank you very much for in depth feedback! I really appreciate it and I'll keep it in mind while developing the game further :D