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Roller Ball Bobby - Need Feedback!

A topic by Johnny created Jul 25, 2020 Views: 322 Replies: 11
Viewing posts 1 to 4
(2 edits)

Hello, I have a project I have been working on, but I don't have much feedback to go off of. Can anyone try my game then tell me what they think about it and how I can improve? I have many plans for it, but before I dive too deep I'd like some constructive criticism.

Summary of Game:

You play the role of a ball named bobby who must collect all the purple cubes. The journey is dangerous though, he can fall into the void at any moment with the wrong move. So you must be patient and creative with how you collect those cubes!

Here is the link to the project page:

https://johnnys-games.itch.io/roller-ball-bobby

Nebula Update (Version 0.3) has been released, here is the changelog: https://johnnys-games.itch.io/roller-ball-bobby/devlog/165468/nebula-update-released

Keep these in mind while playing the current version. Then please let me know what you think of these features I plan on adding as well. Thanks in advance,

- Johnny

Moderator(+1)

I can’t really test the game now, but took a look at the instructions. At some point you mention:

For windows users it’s simple, extract the contents of the zip folder to a location on your computer (your choice). Then enter the folder named windows, if you have a 64-bit PC then use x86_64, if you have a 32 bit OS use x86.

I haven’t used the latest windows versions, but when you mention the “folder named windows” are you referring to the system folder? If that’s the case I strongly advice to remove that text. Asking people to put files inside a system folder is extremely dangerous.

If your game needs to simply be extracted, and then simply run the executable file inside, then you can simply say “Extract the contents of the zip and run the executable inside”. The user can take care of the details.

Linux and Mac users just extract the files from the zip then install like any other software. I don’t know much about your systems, but their are many more people on the internet available to help a lot of them far more intelligent than I am. I hope this helps.

Fair enough if you are not familiar with Linux and Mac. Maybe you can change the copy to something like “I’ve exported the Linux and Mac versions with Unity, but I haven’t tested them”, or something to that degree. This makes it clear that it should work, but it’s up to the user to do the rest.

Sorry if my tone sounds a little sharp, but modifying files inside system folders is a big no on windows, especially for non-tech savvy users.

Congratulations on the progress so far, looking forward to see how the game evolves :)

Oh no, about the Windows folder part: When you extract the ZIP archive, you should extract the ZIP to an easy to reach location, such as the desktop or documents library. Inside the folder you extracted the contents of the ZIP to, should be a folder named windows and inside that folder are two other folders, x86 and x86_64, if you're on x86 based system use the game exe inside that folder. If you're on a x86_64 (64 bit) OS then use the exe located inside the x86_64 folder. And I will change the install instructions thanks mate! 

Moderator(+1)

There is a chance I misread it initially, apologies if that’s the case.

I see what you mean now, that’s a good way to distribute a game. Keep up the good work! :)

Thanks!

I have changed the install instructions. Thanks again mate!

(+1)

I played the first and second level. The controls were quite a hurdle. The fact that they don't change based on your camera position is a big problem. It's very easy to get disoriented and not know which button will move you in which direction. 

I didn't beat the first level because I found the invisible maze to be too frustrating. I didn't notice anything that would indicate an entrance to the maze, and only landed on ground briefly once or twice. Generally I'd fall off attempting to enter it, and I didn't really find that aspect fun in it's current state. I think if there was some sort of clue to at least get me started it would help. For example, I thought that the nearest cube would have a path leading straight to it to get me started. However, I fell every time I tried to go to it, and didn't know what else to do. I also tried this more times than I would have if I had a handle on the controls.

Level 2 was better, and I was able to complete it. However, the floor in it's current state is kind of a problem. The flat bright blue color makes it very hard to see changes in the elevation, so at first it wasn't clear which direction to go, as I guess the ramp blended in with the starting platform. It would also be nice if there was a shadow or something to make it seem like the ball was sitting on the floor. 

But level 2 is where I started to see some potential for this as maybe a speed game of some sort. The big ramps on that level look like you could build up a lot of speed on them, though it feels like there's some kind of cap right now (or maybe the plain environment makes it hard to tell how fast I'm going?).  Still, I like the idea of building momentum on them. The controls would definitely need to be more intuitive before that would work though. And maybe instead of the brake being an instant stop, and can slow you that way you can turn easier without losing all momentum. I think giving players tools to perfect a quick path through the levels is where most of the potential fun in this game lies. 

So the takeaway: I don't think this game can be fun with its current controls. Address this before you do anything else. If you're going to edit visuals, start with the floor just because it's the hardest thing on the eyes and the only one that I think actually affects game play right now. I think there's fun to be had in coming up with fast routes through the levels, and it may be wise to design with that in mind. 

Good luck!

(1 edit)

On the first level there is a straight path to the first cube, but to get to the second cub you have to turn left. Also the further you get in the maze you will notice those small red lines, these were added to indicate the turns in the maze, but only a few of them. I agree about the controls being a little wonky, altough I made them like that to add difficulty to it. I will make the maze a little easier with the next update (The Nebula Update). Thanks for trying it and giving feedback, with the redesigns I am doing in the Nebula update I completely did away with level 2 actually, it is a brand new level! I incorporated one of the space ships I am adding in to the game to actually be the level, I originally made level 2 to introduce slopes to the player, but with the redesign there are slopes on the ship so the ship was made into the level. I will consider making the controls a little easier, or explaining the controls better. Thanks again for this great feedback! Be sure to read some of the latest dev logs! I like to show sneak previews of my progress on the next updates there. I hope I covered everything in this reply.

(+1)

It could be that I just couldn't get into the maze straight enough since I was struggling with the controls. Maybe if you make them more intuitive you won't need to change the maze. 

In the new update I changed the maze a bit (added more guide lines) and helped orient the player with the controls try the new version. Thanks for the reply and the feedback.

(+1)

The game definitely looks a lot better now, so that's pretty awesome. I still can't get over the controls though. It's not something you can explain away imo. Controls aren't really where you want the difficulty of a game to come from. If you consider some of the best "difficult" games - from Super Meat Boy to Dark Souls - they almost all have really good controls. The level design and puzzle design are where the difficulty should come from. I feel like the hint for the controls is a band-aid for a core gameplay issue that you would be better off just solving. Maybe have it be as simple as clicking moving Bobby in the direction you're looking or something. I think there are a lot of ways you can approach it, but this control scheme is fundamentally flawed.

It might suck to have to fix something big like that, but that's precisely why it was a smart move to get feedback on your game like this.  

Okay, in the next update I will do my best to fix the controls. Thanks m8 🙂