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Super Boulder Roll's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Soundtrack/SFX | #1 | 4.593 | 4.593 |
| Quirkiness | #21 | 3.889 | 3.889 |
| Overall | #28 | 3.728 | 3.728 |
| Gameplay | #41 | 3.407 | 3.407 |
| Graphics | #50 | 3.926 | 3.926 |
| Gameboy Soul | #75 | 3.556 | 3.556 |
| Secondary Theme Interpretation | #77 | 3.000 | 3.000 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game meet GBJam's theme?
There is an unlucky acciddent - ball falls out of a truck, stops on edge and then... a bird sits. Ball starts falling and destroys everything on it's way!
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Comments
Incredibly polished. How did you find the time to make this in 10 days? Really fun entry, hard but fair I found. Only thing I wish increased the score was juggling items
Here is the story:
First 2 days I have been thinking on ideas, I have made the prototype in next 2 days, then I found Dāku post about entering a jam, I showed him the prototype and we joined to make the game. He made all of this soundtrack in just 5 days AND polished my prototype sprites + made a lot more of them, like the mountain icons or logo. He made it crazy fast. In the meantime I was working on code and polishing everything to make an easy kit for creating levels. I made "bigger fragments" from smaller elements to design levels (few patterns of forests, villages etc.) and last two days was a coffe and pizza level designing marathone. I was playtesting the game on my monday morning, and submitted one hour before deadline. Dāku is from Japan and I am from Poland, he had middle of the night when I had a day but he works nights and sleeps days so we were almost aligned with work time. We both work full time and I had some private events in the meantime that I did not wanted to be interuppted by jam.
It was a crazy journey to make this game, but we are proud of our work. Thank you for playing! :)
I love the gameplay of this one I love causing chaos and watching my score get higher in the process. Also the music is banging in this game. Great work
Thank you for playing!
What a fun little game; an absolute blast! And, of course, the original soundtrack by Dāku is phenomenal!
I'm really torn on the issue of difficulty and goals. After having spent a good chunk of time to clear level 3, I think the mix of caution and speed being asked for is... fairly reasonable. It's a good difficulty for a game you're willing to sit down and grapple with. I was quite engaged and satisfied as I gained a better understanding of what the controls were asking of me.
That being said, it is still a bit jarring that the specific mixture of score + clear is the only goal at stake. It might have been wiser to have pure score, pure time, and the original score + clear represent three different methods of clearing stages, each with their own associated goal, score, and "medal."
Most of the core problem with difficulty is in telegraphing and memorization. The levels themselves are fine—I think, anyway—but there's a lot of time spent trying to parse and memorize level layouts that could be cut down in various ways. Maybe each level could start with a little map and camera overview (that could be skipped, of course). The houses could emit smoke to increase their vertical sight-line. A bunch of little touches.
That said, level design polish is easily the hardest thing to do in 10 days, and I think the final result is still a reasonably understandable—and deliriously enjoyable—experience.
Fantastic! Great work!
Wow, thank you for this amazing comment :) You passed the game!
You actually... understood what I had in mind designing the gameplay. And what's more, the ideas you gave here are awesome (map showing, the smoke from house!). What I thought about gameplay after reading most of the comments is that I made it too hard to be enjoyable by anyone - and that's my mistake. I thought about more "Mario" way of doing it, one main path down the mountain thats fun and smooth with not a lot of points where you need to "do something" (ex 1-4 depending on the difficulty) to pass the level AND alternate routes that give you more possible points or optional Medal, that are hard.
That being said I must admit - I have done the levels design on last 2 days. It was a long coffe and pizza marathone and I focused on making them stand out so every one has something orginal, to not be repepetive. Tatra Twist has a... Twist, Ever Everest is the most vertical and has sharp edges, Fiery Fuji has stairs, Japanese structures and the biggest forrest in game and Over Olympus has everything mixed plus some crazy designs.
love the artstyle and music!!
100% agree that you've got an awesome idea and great audio here. I do wish the controls had a little more oomph, as I'd often find myself getting caught in some of the little valleys and then running out of time before I could work my way out of them. Thanks for making and sharing your game!
Great concept, and really great music. The boulder was fun to control and destroying the environment felt satisfying. I would have liked to see unluckiness as a mechanic rather than a story point. I also agree with others that the timer and score kind of play against eachother, but it was still fun. Nice job on this.
Thank you for playing!
The timer and score race for sure turned out to be a bad idea. But actually... the unlucky mechanic is that... you miss things. There is even a tunnel trap, if you accidentaly fall to it, bad luck, you miss the house above.
Yeah, our unluckness relies more on the story and game events overall, not a specific unlucky mechanic.
Nice idea and implementation. though i did face a problem, when you go down a tunnel to get extra score points the boulder loses momentum and it becomes extremely hard to get it out, even impossible sometimes. idk if that's intentional or just a bug. Other than that a great game overall.
Thank you for playing!
The tunnel is intentional trap, less points than destroying the house above. But sometimes trees block you from getting out and that's a bug! 😅
Wow, the game is really beautiful — a perfect mobile game, awesome!
Thank you for playing! :)
Felt like a cool twist on Sonic levels with some ways to ramp up speed that reminded me of Line Rider! The art looks great too!
I thought about Line Rider when I came up with game idea :) Thank you for playing!
Fun game for sure, it was a bit unpredictable and I felt like I had almost no control in the end (even though I can control the boulder), like I don't know where I am, not sure how many stuff is ahead, or when to jump or not beforehand, I even reached the ending before the timer ended but I lost. However, in general it is an awesome entry, the visuals, the audio, and the idea is cool but it is kind complicated with the small res and everything.
How unlucky!
Gameplay could be better balanced for sure, I was rushing with level design. Thank you for playing! :)
Unfortunately I couldn't get past the second level. The game looked so fun at the first level, but then the timer and the score requirements started to play against each other. Going too fast makes you miss stuff and not getting enough points at the end, trying to slowdown to hit stuff makes you waste time. So instead of fun it quickly becomes a bit frustrating. Besides that, the destruction aspect is so much fun and the music is such a banger.
How unlucky! Thank you for playing! :) Gameplay came out unbalanced, needs a lot of replays, skill combined with luck to pass the levels.
Nice!
This game is simple and fun.
Your game reminds of a old Android game "Giant Boulder of Death".
I think you should rework what the goal of the game is though. Having to stay in the time limit and getting enough points feels like it get frustrating fast.
Thank you for playing!
I haven't heard of the game, I was inspired more with games like Elastomania, Line Rider or Rock of Ages.
Gameplay came out unbalanced, players need a lot of replays, skill and luck to get past the levels. It gets frustrating - but some could say it's gameboy soul ;)
Damn, that music slaps! I love it! The only criticism I have is that I felt like going full speed to smash everything and it felt a bit anticlimactic having to take it slow to avoid missing too much stuff. But the music makes up for it big time. The graphics are great too, although perhaps the freeform environment pulls me a bit out of the game boy illusion. Nice Job!
Thank you for playing!
I tried to leave a lot simple edges and faces on terrain polygon to make it look authentic, but without freeform envrioment this game would not exist :)
Yeah, gameplay came out a bit unbalanced, too frustrating.
Really fun to roll around. By level 3, I stared accidentally skipping houses. The place is so big and the camera so tiny. I had a lot of fun regardless, very solid game!
Yeah, level 3 is a bit too crazy. I wanted to make it the most vertical level in the game, so most of the time you fall and miss things. How unlucky! Thank you for playing! :)
super fun smashing the little houses and the 'ow' of the people was funny (reminded me a bit of worms).
I didn't really feel like i had much control over the boulder though especially in the later levels, so getting the required score was down to luck (perhaps that was the point given the theme). nice work!
Thank you for playing! Gameplay came out a bit unbalanced in later levels for sure. :)
The gameplay should be, in theory, perfectly fun for my own chaos&destruction-loving taste, but instead I found it utterly frustrating and I’m not sure what I’m doing, all while keeping missing all the stuff. I passed the first stage by pure luck, which is as fun as throwing a die - maybe it’s the point of course
Graphics are pretty good, tho way too sophisticated for me to have the gameboy feels. Gotta love seeing the small ones running away (I almost wish there were some kind of slomo mechanism), and the music is of course incredible!
Thank you for playing! The game turned out to be too hard, therefore frustraiting for many players... Gameplay design has some obvious flaws but let's keep saying it's a part of gameboy authenticity! 😜
As said before the music really adds a lot. It's a very fun game altho for me the difficulty ramps up a bit to fast. I sometimes feel a little bit lost in the level, so maybe some indicators as to where objects are could alleviate that a bit? Would prefer it if the level select started on the last selected/unlocked level, as I replayed the first level a couple of times on accident and once you're going you can't stop haha.
Great job!
Haha, missclick? How unlucky! Thanks a lot! That level select thing would be intuitive ui upgrade for sure :)
This is super fun. Music is good, sfx are great, really adds a lot.
Thanks for playing! We are proud how the game turned out :)
Very cool premise, definitely an unlucky thing that is happening to all these people! The music is awesome, really takes it up a notch. The houses feel great to destroy, and the feeling of chaos is awesome! It was annoying getting snagged/stuck in the later levels, but was a lot of fun when I picked up speed and took out a whole flock of birds. Great work!
Thank you for playing! :)
Its just the perfect dificulty so that its engaging but not infuriating
Thank you for playing! 😁