Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Roll BackView game page

Guide the Ball to the portal and get the most points possible!
Submitted by PicusB — 15 hours, 29 minutes before the deadline
Add to collection

Play game

Roll Back's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#2333.5773.577
Audio#3483.3463.346
Theme#3973.5773.577
Overall#4413.3403.340
Game Design#4773.3463.346
Graphics#6063.3083.308
Innovation#7532.8852.885

Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

In what way does your game fit the theme?
The "REWIND" Mechanic in the game is literally the theme :) You can use your rewind bar (limited, refills over time) to rewind your steps and start where you were previously (with your velocity and with the same time position).

Did you write most of the code yourself and made all the assets from scratch?
ALL of the code and the majority of the assets (other than sound which I did not do myself and will add to the description). All non-created assets are fully owned and licensed to me :)

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

Not gonna lie, seen many of the "rewind time" interpretation thus far in this jam but what I like about this one is that it has a pratical and functional use to it and it doesn't stop the action but rather feels like its part of it. It is a bit buggy and somethings it would just put me back out of the track or maybe the visual queues to let me know where I am just was not working.
Something to add, and maybe this happens at later levels and I just did not make it, insenstives for going through the hoops in addition to scores might be refilling the rewinding bar

Developer(+1)

Hey! :) Sorry about that, I *think* that might be the poor implementation of the recording steps. I don't know why I went with 1 second intervals, but it did feel ok when the game took away your momentum on rewind. I changed that near Version 1.0 so that the velocity was preserved (making the game way faster!), but I should have altered the steps to .5 seconds or so (I checked it out for my first pots-jam release).

Basically the rewind is a constantly building stack of structs with position and velocity information. With the interval at 1 second though it feels a little choppy or non-precise when the game gets fast.

I could be totally wrong of course and maybe there's an actual bug, but I've not seen it put you anywhere you haven't been at a point in time, what it sounds like you might be describing is when you stop the rewind before the 1 second interval is hit so it plops you back where you just were :)

Hmm not a bad idea some loops could actually be rewind energy boosts :) Most of the game right now is about managing your rewind to maximize your score which is a combination of action and planning (knowing when the best effect is to "split the track" and hit two parts). I also need to play with the recharge rates a bit (also tweaked for post jam!) :)

TLDR: Sorry for the wall of text, but that was some thoughtful feedback you left, so THANK YOU! :)

Submitted(+1)

This game was fun! With  the heavy metal music and the frenetic bouncing between walls (sometimes) it seemed to fit very well.

Great job!

Could you please play and rate my game as well?

https://itch.io/jam/brackeys-4/rate/723414

Developer(+1)

Hey!

Thank you for the feedback and kind words, I will definitely do that and sorry for the delay in responding :)

P

Submitted(+1)

Thanks PicusB! I look forward to your valued input.

Submitted (1 edit) (+1)

I had a good time playing this, the graphics and audio really bring the game alive!

Developer

Thank you for playing and for the kind words BurnsBoy! :)

Submitted(+1)

The design is well thought out and the theme was well integrated into the mechanics. Great job!

Developer(+1)

Thank you and thank you for playing Amanuel! :)

Submitted(+1)

Really nice job with this! I liked the art and the overall gameplay - had a lot of fun! I found the controls a little difficult at first but got used to them after a while. The only thing I'd say is the sound was very loud for me (and I had the master volume turned almost all the way down) so it scared me to death! I was expecting the master volume to reduce sound volume too, but maybe that's my fault for expecting that.

Overall though, really nice game - brilliant job!

Developer

Oh no you are quite right, the SFX should be a function of Master*SFX volume! Is there a specific one that wasn't set right? I'll run through and see if I can find that :) So, if both are at .5 it should be quite low at .25. Let me know!

Thank you for playing and for the feedback! :)

Submitted(+1)

I can't remember exactly what values I had it set at unfortunately. My speakers in general are quite loud though, so might just be me.

Developer(+1)

Oof I found it! The boosts AND the rewind both don't have the settings hooked up properly. Thank you for pointing that out, I'll fix that for the first post-jam update :)

Submitted(+1)

Nice job! You're welcome :D

Submitted(+1)

This was fun! In a couple levels I was shot up through the air and went through a ton of rings and I have no idea what they did but it felt good haha. The controls were hard to maneuver but I liked that about it, it made me use the barriers to my advantage. The only thing I didn't understand was what each ring meant. Thanks for sharing!

Developer

Hey Saculrosten, thank you for playing and the feedback! :) I think the control/ball force will be something that will be a bit more flexible in the future with potentially different balls with different features :) For the rings, basically the large and small are points (small being 2x the points) and the medium ones were multipliers. I considered (and set them up in such a way) that I could in theory change each one to a unique value but I left them all the same for simplicity hehe... Basically Large: 50, Small: 100, Medium 3x multiplier. In fact, I should really put that in the instructions, thank you for mentioning it! :)

Submitted(+1)

Love the music, at some point i thought i maybe forgot to turn off my own :P so maybe not fair that i'm into that kind of music myself  ;) the game is a lot of fun, love the idea to get to the end you have to slow down and bump into things back and forth to get past certain parts and things like this. it needed some practice but then it worked. Well done :) the only thing that was a bit unclear was the rewinding, i did not know at first what happened when i pressed the space bar and took a while to realize what the rewind did and how it worked. felt like a speedup thing at some point. was a bit confusing for me really and not 100% sure you really need it to finish the level you can do it without if you have a good run its not like you need the mechanic to really pass objects or something. at leased not that i managed to :) but overall it was a lot of fun! really!

Developer

Hey, thank you for the feedback! :) And thank you for also letting me know the Mac version works :) I'm happy you liked the music, honestly I found it fit the game perfectly (my jam is usually more beats and House haha, but I felt Heavy Rock/Metal fit this game better) and I had the music purchased so it was perfect :) Yeah, rewinding needs some tuning and it would already be done if not for the lock on updates :) It's a simple matter of me adjusting the number of recording frames (probably by a factor of 10) and smoothing the movement too by fixing a little bug :) For the best run on the second level you definitely need speed and you really can't miss more than one speed boost (and no braking) to achieve the velocity needed for the final bounce off the exit portal. You can definitely do all levels without speed, you could in theory move at minimal velocity and take 10 minutes for each one, but the best scoring will probably come from high speed and rewinding effectively :) I play tested but I know for sure others will crush my score as I'm not the best at my own games almost always lol :)

Thank you again for playing and for the feedback! :)

Submitted(+1)

i know how you feel, i suck so much at all my games and testing takes forever :P maybe this is a sign a game is to hard or just the harsh reality i do try multiplayer shooters from time to time but I'm super bad at it so maybe the curse is real!

Submitted(+1)

This game is really cool. I feel like i'm playing as the ball in a pinball game, it's really fun, and the graphics and the sound only had to that.

If you wanted , you could really expand on this theme and make the setting an actual pinball machine. 

I don't know if you had already considered the idea, but i think the ability to do a little jump with the ball could be fun too.

The only I'd check is the rewind, sometimes it acts a little oddly

Developer

Hey Tend, thank you for playing and the feedback! The pinball idea is cool and with velocity and bumpers it definitely can feel that way haha :) On the rewind, I'm not sure if you are able to be more specific but one user seemed to feel that the one second intervals were too long (and I sort of agree, that was part of the original design) so I do plan to shorten them to maybe .1 to .5 second capture intervals. The camera is also janky sometimes and you might mean that... I think that's my fault and while I haven't checked I'm nearly 100% sure I have my camera follow in update and not fixed update causing this. Definitely an easy fix slated for post-jam times :)

Submitted(+1)

Yeah this is really cool! The visuals are spectacular.. real potential to expand into many more levels and release., but I enjoyed these 3! Liking the metal sound-track too ;) It's purely a thought but I'd say maybe replacing the ball with some character or other..skateboarder? Roller-skater? With cool animations for flying through the air etc.. might give it that edge over other 'ball' games, but then there's nothing wrong with having the ball as character here, it works! This is a really good effort, nicely done! Check out my game too if you fancy, cheers! 

Developer

Thank you for playing and the feedback! :) Cool idea for the skateboarder,  I was thinking other balls with different benefits and drawbacks (and obviously visuals!) to give it some variety but keeping the ball physics and adding a different model is definitely a possibility (might just look odd on bounces etc hahah!). I will check yours out now before I start work this morning :)

Submitted(+1)

That was fun! I beat it too! Good design on the levels and that one where the rings go off the map! What you trying to do!! Bounce effects nice and cool concept. The rewind was a little weird, like I went back a bit and the ball didn't appear where I thought it should. I like the level, second? where you bounce off the board above the exit and then go all the way back and bounce back again. Nice job.

Developer

Thank you for playing and the feedback! :) So presently the rewind is set to record the ball's position and velocity every 1 second, but based on feedback (like this!) I will definitely be adjusting it to something between .1 and .5. Unfortunately that can't be for another 2 weeks officially however. But fortunately it's also a very simple change since the rewind is basically just a stack of structs that gets called backwards :) Haha yes and congrats on attaining the speed required to do that!  You really only get to see and experience that if you hit all all or maybe all less one of the speed boosts :)

Submitted(+1)

I like the idea, but I'd liked even more some more control over the ball. I know it's a speedrunning game, but I felt like a pinball ball 😅 Good job on submitting 💪💪

Developer

Haha, I like the analogy! :) The speed is sort of meant to force the rewind mechanic a bit too (to avoid doom and pick up more points :)), but I totally get it. Did you try braking with the back/S key? It does slow it down but you really have to do it early or your speed will pick up so much you won't feel the braking force much :)

Submitted(+1)

Oh my friend, brake button was pedal to the metal 🤣🤣🤣 But I had a fun time!

Submitted(+1)

I like the game it's quite challenging.

Good job

Developer

Thank you! :) Yeah , the difficulty ramped up significantly with two changes, collider-less rings and retention of velocity when rewinding (no more auto-brakes :)). Thank you for the feedback and for playing! :)

Submitted(+1)

Dang I really love this game, it reminds me of Monkey Ball! I love that you made a 3d game and it is very fun!

Developer(+1)

Thank you for playing and for the kind remarks! :)

Submitted(+1)

Congratz on finishing , i'm a very big fan of velocity and this game is the right choice , good job it was fun !!

Developer(+1)

Thank you Nnarruqt! :) Definitely,  the biggest things in jams is finishing (and keeping in scope to make sure it's possible haha!). Glad to hear you liked it! The velocity can definitely build up quick in this version (the original had rewind removing any existing velocity) so fast it is indeed :)

Submitted(+1)

Nice game! My son was having a blast playing it. I think we broke the rewind button ha-ha! Fun design and would have liked to have some side bumpers so there are gaps where you can die and some where you bounce off of. Endless runners get tiring "in my opinion" if you die constantly, and don't play long. Try mixing it up so the fun can last longer. Overall a fun game, keep up the good work.

Developer

Thank you and glad to hear your son enjoyed it too! :) My two play testers mentioned in the comments are my friend's boys :)

You are quite right about the side bumpers and inferred difficulty (actually I found level 1 the hardest in that regard lol). In the original iteration rewinding stopped the movement of the ball as well so the pace was very different and it was fairly easy to not roll off the edge. With the added speed to the game I likely didn't do enough balancing to the tracks (especially the first that has a lot of outward pointed bouncers) so I'll look at that after the jam :)

Thank you for your feedback and for playing! :)

Submitted(+1)

Nice game.

Developer

Thank you for playing! :)

Submitted(+1)

this was very fun to play , reminded me quite a bit about the Cube run game from brackeys tutorials.  Level design is very good and i enjoyed the fastpaced nature of the game. Well done bro!

Developer(+1)

Thank you Asim! I'll check out the mentioned game as well since I"m not familiar with it and I will check yours out too :)

Submitted(+1)

thanks, Cube Run was the first game I made from watching Brackeys Tutorial series so it has a special place in my heart <3

Submitted(+1)

Fun rolling game. sometimes it felt like i was going really fast. the 3D track look nice and cool effects. You should keep working on it! Congrats on successfully submitting a game to the jam and I hope you learned a lot of new things.  Please check out my game when you have time :D

Developer

Thank you NeatGames and thank you for playing!  Yes the speed gets pretty intense if you never hit a barrier or slow down haha :) In my previous versions (prior to 1.0) the ball did not keep velocity when you used rewind so it was a lot slower. I find this is more exciting, albeit way faster.

I will definitely check yours out and thank you :)

Submitted(+1)

It's a fun game, but i've found some issue with the rewind system(When I did the rewind I was ahead of the desired position and sometimes increased the speed). Another flaw, perhaps deliberate, was the control system.

Developer

Hey Doneref,,

Thank you for the play and the feedback! For the rewind I should probably clarify somewhere how it works, it does a smooth move back to one second intervals that are being recorded, so you cannot rewind to a precise point, but only the recorded intervals :) Hope that makes sense! I could definitely change it to increase the number of intervals with likely no performance impact (it is storing the transform, the velocity and the time information :)). I need to fix the camera rewind and change it to FixedUpdate (you'll see it jitters as well sometimes), so I can look at the time intervals then too :) Great feedback, I like this!

For the control system, how do you mean? Did you find the force was too large or not enough on any of the movements? The ball motion is done by applying force, so you cannot immediately change direction if that's what you mean. That is definitely intentional as it gives a lot of weight to the motion and definitely makes it more challenging.  But I can certainly tweak the force amounts if general feedback suggests it's too high or too low. In fact I was planning to (some day, not even on current planned features yet) to have multiple balls some of which will respond a bit better, move faster and have different characteristics. Definitely not in the scope of this jam though :)

Submitted(+1)

Ok, now I understand the rewind system better, thanks for the clarification.
Regarding the movement I found problems in the steering, I found problems in the steering: the force used to change the direction seemed too low for me, I would increase it.
In my opinion, having more balls with different statistics and graphics would be better, like in rock of ages.

Great job.

Submitted(+1)

Love the music and the rewind feature is actually a great addition to this type of game play

Developer

Awesome, thank you for the feedback! I did spend some time choosing the "right" music but I admit that I did not make it of course :) Credits go to Muz Studio (linked in credits). It's a great paid asset on the Unity Store :)