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Flog's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #450 | 3.773 | 3.773 |
Creativity | #862 | 3.818 | 3.818 |
Overall | #1173 | 3.561 | 3.561 |
Presentation | #2579 | 3.091 | 3.091 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Flog is a golf game. Instead of controling the ball, the player takes control of the level, placing obstacles to ensure the ball reaches the hole in a specific number of shots.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
VERY engaging.
Love the concept!
very cool concept~ impressive what you were able to do in 48 hours. would love to see more
Very good concept, i like how we can see all of the simulated ball. Good potential to improve the game, maybe had some sound effects but for a 48 hours game it's very good.
I found two problem :
- first one, I blocked a simulated ball in a infinite loop with a fan so i needed to restart the room
- second one, sometimes ball take stupid decision by going in a path who's block by an obstacle (maybe it try to go as nearest as possible to the hole without thinking about blocked path)
Overall, it's a very good game (ones of my favorite so far), very enjoyable and fun !
ohhhh boy, figuring out how to have the ball decide which path to take took me so long. Between bugs, faulty assumptions and non-deterministic physics, there where a lot of headaches involved. The final implementation uses checkpoints to gauge which direction is desirable at any given point and the balls physics isn't actually simulated when the ball actually takes its shot, it just follows the path of the shot it decided to take.
The most obvious place the checkpoint system has issues is the level with two possible paths. There's actually only 1 checkpoint stretched between the two paths, so if you block the bottom path from the right side the ball will reach the checkpoint via the bottom path and wont want to go around.
The ideal solution would probably be to use a path finding algorithm to determine the shortest path to the hole (taking the size of the ball into account), it would also have draw backs, but would probably be a big improvement. Anyway, hindsight is 20/20. I'm glad you enjoyed it!
Fun concept, and it was interesting to see all of the simulated balls. My only complaint is not being able to move obstacles between shots, but fun game overall!
The idea was fun to play around with! Maybe you could add that the player can only see the obstacles that they have access to in each level to make it more intuitiv. But that might be a me problem though :o
Oh, I totally agree! There's a lot that could be improved if given the time.
I like the simulation of all the differnet ball trajectories. The controls are a little odd though, using left click to place and rotate meant that items rotated whenever i placed them. Would be nice if you could edit placement too. Neat idea though, like a single player version of ultimate chicken horse. Good job!
The funny thing about the ball trajectories, originally I was going to do some ray tracing to figure out the best shot to take. But it was fairly inaccurate after just 1 or 2 bounces, so eventually I said screw it and decided to just simulate a bunch of shot instead. The only reason I showed the simulated balls was because it would be awkward if the game appeared to freeze for 20-30 seconds before each shot. It was just a happy accident that it also looked cooled!
The pinball level was a satisfying conclusion.
Very intricate game, I really enjoyed this. I wish I had better control over the fan and that I could remove individual elements rather than having to restart the level, but overall this was well executed and a lot of fun.
Thanks, I'm glad you liked it! TBH I was starting to doubt myself towards the end, so I'm happy to hear my work paid off.
Object placement was something I wanted to fix, but by the end of the jam, my code was a bit too spaghettified, lol.