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A jam submission

Potential AdventureView game page

3D Marble Deathmatch Built in CryEngine for Fam Jam Game Jam
Submitted by Winnitude! — 7 hours, 15 minutes before the deadline
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Potential Adventure's itch.io page

Results

CriteriaRankScore*Raw Score
Style Resemblance#43.4644.000
Graphics#43.1753.667
Creativity & Fun#53.4644.000
Polish#52.5983.000
Audio#61.4431.667
Overall#62.5983.000

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

I think you guys did a LOT in this jam - possibly a lot that people won't experience if they get frustrated and rage-quit on the first level, but it's there! :P Let's start off by saying the game is hard. It's meant to be hard, it seems, which is completely fine for the type of game it is, and I really did enjoy the difficulty curve & rewarding feeling when completing a run. I love the way you incorporated the style of the person you drew, and it shows a lot of ambition and dedication (especially making maps inspired by their previous jam games!) The fact that there was multiplayer really surprised me, and although I couldn't hit anything, I still really enjoyed it. My tip for next time would be: maybe try to scope down a little and polish a bit more. Like I said, there's a lot that you guys wanted to do with this game and I know how hard that can be during a jam. Nevertheless you guys delivered a really cool game here, so congratz on that, well done!!

HostSubmitted

I played both the multiplayer and the campaign, but spent the most time in the campaign, so this review will mostly apply to that. This game looks great, and the movement of the ball feels very fair. It has a steep learning curve, but I found that once I mastered the tricks needed to get past a certain area, I could reliably get past that section again and again going forward; I didn’t feel like anything was down to chance but was for the most part a test of skill. Exceptions to that were the “air lift” which felt a little random and frustrating, and the transition between the third-person camera and the sidescrolling camera, where I would sometimes get stuck. The multiplayer was really fun and more accessible I think because the maps didn’t require total mastery of the ball’s movement (though if you kept working on this, it might be cool to design them in a way that did). I did notice that fights tended to take a very long time, since it was difficult for anyone to get off hits. I think that could be addressed pretty easily though with some tweaks. All in all this is an awesome submission, especially for the time given. Would be really cool to see what you guys do with a game like this going forward.