Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
A jam submission

Cannonball EngineersView game page

Submitted by anttihaavikko (@anttihaavikko) — 1 hour, 28 minutes before the deadline
Add to collection

Play game

Cannonball Engineers's page


CriteriaRankScore*Raw Score
Theme interpretation#213.7033.703

Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

GitHub repository URL

Leave a comment

Log in with to leave a comment.



Too good for a game jam, gameplay is really funny.


This is so awesome!!!

Every single part of this game screams of fun. The music, the visual effects, everything!

Big congrats!

Submitted (1 edit) (+1)

Oh boy, where to begin!

Maybe I'll start from the visuals, which probably have to be the best part of this game! I really love the fact that the backgrounds and object are created from simple shapes, without many details, and in a brown-orange color palette. That gives this game industrialized look, especially with all the gears, levers, and other machinery. It fits the theme perfectly, and combined with all the post-processing effects and the smooth animations, it makes the game feel very polished, and finished!

Another good part about this game, are the sound effects and the music. The sound effects are fine, but the real kicker, is the music! It's good overall, fits the silliness of the game perfectly, has a hint of industrialization in it, and considering it was made for this game, I am amazed!

As to gameplay, well... It is a mixed bag for me. I did enjoy figuring out the solution to these levels, which sometimes require precise shots, that need specific angle, power, and even torque, to complete them, which make the game challenging, but fun to play! I also like the humor in this game: engineers grabbing other engineers (or what's left of them), exploding in the most ridiculous of situations, funny dialogues, and even funnier ragdoll physics!

However, there are few noticeable issues, that make it hard to play this game. These issues being: unpredictability of ragdoll's flight course, engineers exploding conditions being a complete wack, and poor optimization. Because of those reasons, some of the levels have been frustrating to play, and when there were too many giblets, my frame rate could go down to even 10 fps!

But besides those issues, this is a really great game! It does show a good production value, and overall, you've done a good job with this!

Developer (1 edit) (+1)

A very big thanks for the detailed feedback and of course, playing!

I'm surprised and delighted to hear the some people are actually complimenting the music. I would very much regard myself as a total rookie in that department so glad I managed to scrape up something that even resembles music and isn't just straight up annoying.

Compared to audio stuff, visuals comes naturally for me. But isn't all art just basic shapes though? :D No matter how detailed and photo realistic pen drawing there is, it's just a bunch of lines. Seriously though, I do all my "art" stuff in Illustrator so basic shapes is the way to go. Especially like in this game case when I only worked on a laptop touchpad.

Quite often I even try to get as far as possible with just using the default circle/square sprites of Unity. For example, this little dude has only two extra sprites, the cloud he is standing on and the mouth (which is also just a segment of a circle and hence wouldn't even need an own image if just masking a circle with a square).

But yeah, I have been toying around of maybe trying a more hand drawn style in some jam game. Might be fun, I haven't really drawn anything except for some super sketchy doodles to pass the time sometimes in like 15 years.

Yeah, the engineers weren't really supposed to be that prone to dying. They actually were immortal unless hitting their head for quite a long time. Then I added the system of the being able to get crushed by the doors and that system leaked "a bit" to fire up in the minor overlap in the normal collisions too. But at that point I had already played the game so much that the additional difficulty spike was maybe not unnoticeable, but a welcome change. And it is most likely the reason behind launch deaths when either using too much force or there are body bits raining down. As a hindsight it would have been super easy to add a threshold of some small amount of time the overlap would need to happen before the death was triggered. I will most likely do a quick post jam version where I'll fix all these annoying issues at last.

And then to the performance bit. What sort of computer did you play on? The garbage collection kicks in at 10 dead bodies or 15 overall engineers, live or dead (expect exploded first before collection if still alive). I coded the game on a not that new macbook and it was maybe something closer to 50 engineers when the framerate started to dip (below 60 that is). And that is what I based those picked garbage collection values on. Well, now that I think about it, that was quite a lot before I added up quite a lot of more details like the animated tree leaves and so on. Dunno how much they actually affect the performance really though. But yeah, after adding the limits, I didn't encounter any poor performance even when playing inside Unity where it usually is a lot slower than the actual builds.

Again, big thanks for the feedback!


Very good sound and production!! :P


It occasionally grinds to a halt, and I just can’t seem to figure out how to launch them consistently. Most of the time they disintegrate. Why have the power go that high at all? Do they get stronger later?


No, they do not get stronger. The key to doing launches consistently is to keep the length and angle the same. Since the "ball" here is a ragdoll, even very slight changes can have some drastic effects. 

The launch force is linearly based on the length of the line and I balanced the "normal" forces to be what ever looked like the most natural to me. Obviously this enables some ridiculously high forces when going for the max distance. The higher forces do have their uses too even if they will kill on contact with anything. Somehow limiting the launch force to disallow higher forces would be stupid, think of a golf game where the power meter was the exact thing for a hole in one.

Also, destruction is fun (to me at least)! Extra deaths aren't really punished at all, the stars are pretty much only there for bragging rights. One will most likely easily earn 2/3 stars by accident to be able to skip even a third of the levels if needed.

Thanks for playing!


Hey  ! Awesome game here ! Really nice feedbacks vfx and i really love the music !!

Well play !


Amazing game, I just wish something on level 1 would tell you that distance of click is important because it took me ages to figure that out! And maybe make the engineers less sensitive to falling body parts :p


Yeah, as a hindsight it would have been super easy to add a system where a message pops up if you launch few times too hard on the start. The tutorial/message system was in place for exactly cases like these but this one somehow slipped my mind.

Thanks for playing and leaving feedback!

Submitted (1 edit) (+1)

Best game I played so far. 


It's marvelous, juicy and fun. Imo these engineers are a bit oversensitive, but that just makes this game more challanging. There should be some kind to intro about how to avoid explosing, as it took my a while on level one to understand how to be sensitive. So much respect that you even added a boss fight that is interesting.


Game is so well juiced. Starting with simplistic, but fun artstyle, a lot of gream transitions. Cool ragdols that sometimes tear heads of other engineers. You made great use of effects like shakes, particles, transitions and because of that it all feels as the whole. Great job!


What a great melody you made. It fits game perfectly getting my attention all the time. I really felt like I was the guy launching the pad.  Sounds are also great.


It kinda reminds me of Tomorrow Corporation games like "Human Resource Machine" (I love these games), so I love what you did. Idea with sticky and explosive people is just great and it leaves a lot of room for extending that, eg. with portals. Intro is so great that I'm fairly impressed.


Leaps reference is really nicely done. I also got bounds idea, so it fits theme great.

Overall, what a game. I just wish you could make up plot to it and mix it with some levels so that there is a feel like you are going somewhere beating those levels (as beginning is really interesting). I love you xD


Thank you so much for playing and leaving such a detailed feedback!

Very glad to hear you enjoyed the music. I'm still very novice in that department but I'm trying. Audio is easily the weakest category for me. The graphics just come naturally, juicing up games is probably my favourite thing to do. And I do programming for a living (even though looking at the spaghetti code I ended up creating for this game, one probably wouldn't notice).

Some kind of cohesive plot to tie the levels together (and have more of them overall, or at least better designed ones) would have been cool. Alas, it was kinda out of scope since I decided to work super casually on this. Probably like max few hours a day and I even kept several days off completely. So I don't know if I even ended up working that much more on it than on "normal" weekend jam games.


I completed level2.


Level list scrolling with mouse wheel works too slow in browser.


Well done. The game looks and sounds great. I really liked that the gameplay was very original. 

The game was frustrating at times, likely due to physics issues, but that's understandable considering the one month time frame and how polished every other aspect of the game is. 


cool, very original. would make a cool mobile game too.


This looks amazing. The physics are amazing. And it's creative. I found that my engineers were exploding waaay too often though, even when they didn't deserve to.


"This door needs some major engineering work to be done" *fires engineers repeatedly into wall*

Okay, this game is absolutely absurd and I love it! It took me a while to get the hang of it, but this was great!


Haha, yeah! That's how engineering works, right? :D

Thanks for playing!


They look so happy!
In all seriousness though, is this really the intended strategy for this level?


Yes indeed! There are other ways to do it but that is the one I've based the three star par around.


Only problem is sometimes engineers can explode when launched. But otherwise awesome!


Ok, I'll be lazy and copy paste my answer from below...

The launch explosions happen when launching too hard to when there is some rubble (ie. fallen comrade body parts) raining down. One of the "bugs" I never got around to fixing.

Thanks for playing and the kind words!


When engeneer catch head of the exploded engeneer, it seems creepy :D And sometimes they can explode right after launch.


Oh yes, gotta love the accidental comedy in physics based games. :D

And the launch explosions happen when launching too hard to when there is some rubble (ie. fallen comrade body parts) raining down. One of the "bugs" I never got around to fixing.

Thanks for playing!


Maybe 50-100ms immortality can prevent launch deads.


So true! Damn, why didn't you tell me that earlier. Would have taken just a few seconds to fix it like that... :D


Hi, i played the game and this is my review of it. Honestly, there really isn't much to review because this game is so well made and polished. I love the idea of it and the art, not to mention the music is awesome. The dialogue system is also a good touch. All and all this is my favourite entry so far. Well done!


Big thanks! Honestly, there are loads of bugs and other minor issues, guess you just didn't encounter any of them ;) Seems like one month is too long of a jamming period for me. I ended up postponing fixing annoying bugs all the time, and they just kept piling on and even in the end I didn't get around to fixing all of them. Adding new content is just way more fun than hunting some stupid bugs.


I agree.


Tricky game but also enjoyed the brutality of it, started to suss it out after a few tries but i began to drown in legs and arms after a while haha.  Nice game graphics also


And to think that at some point I had a suspicion that it would be too easy. Garbage collection of limbs and other corpse bits kicks in at around ten corpses so it shouldn't really choke the computer completely. Thanks for the feedback!


Cool, it was fun to play haha, and it didn't choke the computer at all, it ran smooth all the way through


Are the engineers supposed to explode so often? It felt like a warzone :D

Slick graphics and menu animations. I enjoyed the brutality of it.


Haha yeah, dunno, I never actually graduated as an engineer so I wouldn't know. :D But yeah, they probably were not supposed to explode that much but since physics can get weird I just went with it and let them die when there is some overlapping with the walls, too big collision forces or limb snapping which ended up resulting in quite a lot of destruction. And it probably doesn't help that I was the only person playing it during the development and got good/careful at plaing it. It's hard to make easy games :D

Thanks for giving it a go and leaving feedback!