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A jam submission

Keep Rolling!View game page

An entry for Bolt Jam #6, control a gyrosphere and guide it to escape the dead world you are now on!
Submitted by Amadan Interactive (@AmadanDev) — 14 hours, 12 minutes before the deadline
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Keep Rolling!'s itch.io page

Results

CriteriaRankScore*Raw Score
Use of Bolt#44.0004.000
Entertainment Value#72.5002.500
Aesthetic#92.5002.500
Overall#103.0003.000

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • The parkour track is great and funny (those giant hammers!), but I think the controls need tweaking for them to be more intuitive. Overall, good job!

Side by side gif of gameplay and graphs (You can use shareX screen recording)
https://imgur.com/kUBYf1F

Please provide us with your twitter handle (or equivalent) so we can share your entry and credit you
@CillianCreates

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Comments

Submitted (1 edit) (+1)

29 Seconds
And could definitely be faster haha.
Regrettably the movement mechanics seemed to clash with the levels design, but they were still within themself fun to engage with so I enjoyed navigating the world you made :), even if the camera's rotation was awkward but I see in your previous comments that was a struggle to work out.
The box impacts were super crunchy, so maybe giving you a score instead based on timeXcrates could have given you more incentive to interact with the level.

Overall it was a bit awkward and the level felt somewhat counter intuitive (and the strong fog and limited telegraphing made it difficult to navigate 'properly'), though it complimented the speedrunning breaking tactics you mention, and I really liked playing through it :).
Nice work on a fun entry.

Developer(+1)

Thank you very much, camera was an absolute nightmare lol, I used to have issues setting up properly zooming in and out cameras for 2d games in construct, so you can imagine the issues  I came up with in Unity.

I thought about doing that with the boxes, if I'd worked out better how to set up the gui at the end I could have made a counter for the number of boxes you destroyed/automatically destroy the boxes if they fell to the bottom of the level. That would have been better, but by the last day I was completely exhausted from breaking systems in Unity so I left it. Thanks for playing!

Submitted

Yeah, camera's can be a lot tougher than you expect depending on the kind of game experience you want to deliver.

Yeah sometimes Unity can really beat you down lol D: so can understand that feeling. Still congratulations on getting a game you could submit :). No worries :D

Submitted(+1)

Yo, I love that the boost is basically flying haha. It kind of changed the game, when coupled with the air braking, into something actually quite fun. I would like for A/D to move me sideways for more precision, and maybe a sensitivty slider for the mouse :) Great work! 

Developer(+1)

Thanks for playing!

The whole reason behind the whole W/S to move thing was because I used an unconventional way of physics to move. I used a Vector from camera position to the Players origin, I probably could have worked out how to create a perpendicular vector through the players origin to allow me to control the sideways movement, but I had absolutely no idea how to do that, and I didn't really have time to find out with all the other things going wrong lol.

I went through multiple revisions on the movement and in the end the final one I decided on going with seemed the least broken/most fun!

Sensitivity slider would have been there if I had had more of an idea how to create proper GUIs/options menus, this was my first ever game in Unity, so I hadn't the best knowledge of how to set that up.

I'm glad you worked out how to take advantage of the movement system, that's actually one of the things I wanted to leave in the game for people who worked it out to take advantage of, sections of the level are skippable if you know what you're doing and you can finish the game in about 1 min 10 or less (that was my best time you can prob be way faster :P )

Submitted

I recently started doing the camera based movement in Unity too! I can send you the C# I use to get it done. Also setting up a slider for sensitivty is hella easy, we could hash it out sometime if you want :)

Host(+2)

Cool ball design and incredibly satisfying destructible boxes. The boost mechanic was more of a flying mechanic and you can manage to get through the whole game without rolling much. This is a little strange for a rolling game. I think the gravity was too low, making it really difficult to control and get to the next platform. I would disconnect the camera from the rotation, as this can be a very confusing control scheme. Really surprising that this is your first game! I hope you keep making prototypes and joining our jams. I see a lot of potential in your ability to pull things together! 

Crazy obstacle course toward the end btw.

Developer(+2)

Thank you very much! The idea I was trying to go with with the boost/rolling dynamic was to make the game more speedrunnable/exploitable in a way, I was trying to make a game you could really learn the control scheme of when I was conceptualizing it and even though the end result was a bit less interesting/polished than I'd hoped, I'm still pretty happy with it. I struggled with working out the unity camera system before and this game I just used cinemachine (with a cheap trick to create a directional vector from the camera position haha), I tried various other control schemes earlier in development but this was the most appealing to me from testing, I could have made it more advanced by adding more perpendicular vectors, etc but my physics knowledge isn't as great as it used to be.

I really enjoyed the jam, I found it way more accessible this time than the Fatal Error one I attempted making a game for. This is my first ever unity game, and first ever solo 3d project, but I have done a couple of 2d platformers/top down shooters in Construct, which gave me some foundation for using bolt, along with the brilliant official and unofficial tutorials. Funnily enough this jam I didn't refer to almost any bolt tutorials, instead looking for ways of working with stuff with unity and C# and adapting that to what I needed, and working as a problem solver more than before. I think this ended up working amazingly well for this project.

I really hope to test out bolt some more in the community jam later this month, and I will be using it in some personal projects, probably moving completely from construct by the time my subscription ends the end of September to a unity & bolt combo. Thank you (and the rest of Ludiq) for creating and supporting such an amazing tool! I will certainly be taking part in more jams with bolt in the future, and more bolt jams if it is at all possible with schedule!