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A BALLad TALE's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sensory | #17 | 3.031 | 3.500 |
Metroidvania | #21 | 3.175 | 3.667 |
Overall | #24 | 2.742 | 3.167 |
Execution | #24 | 2.454 | 2.833 |
Enjoyment | #25 | 2.309 | 2.667 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Game Maker Studio
Team/Developer
Toomylox23
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Comments
An aesthetically very charming game! I felt that this game had a better narrative and writing than most games I’ve played in this jam, where it struck a decent balance between being engaging while staying simple enough to not get in the way of the gameplay. The animation and facial details on the playable ball character is also a great touch; I love the dizzy face they make when they bounce on a mushroom after spinning.
Unfortunately, I can’t help but notice the similarity in premise to a 2006 game named Within a Deep Forest. While I doubt this resemblance is intentional, I can’t help but make comparisons against what this game is able to do with its ball-based controls, mechanics and level design - and unfavorably so.
That is to say, I think A BALLad TALE‘s current use of bouncing mechanics serves as a detriment to itself, as opposed to a strength. The fixed bounce height doesn’t serve to make the actual act of platforming much more interesting than if I held down a turbo button on a regular platformer, and in fact just makes it more tedious to pick up gems on the ground, to time jumps, or navigate around moving platforms.
Speaking of which, those moving platforms are in my opinion the weakest part of your level design currently. Waiting for vertical platforms to move closer to you, and waiting for them to reach the point where you want to jump off is inoffensive, albeit unengaging. However, because the player character isn’t simply able to stand on horizontally moving platforms, you have to keep moving the character manually to keep up with the platform, forcing you to pay the slightest bit of attention moreso than the vertical platforms.
This isn’t engaging; it isn’t challenging; it’s simply tedious, and even moreso when you fail a jump.
I won’t repeat the other comments made by other players, but I’d like to stress my opinion that a deep avenue for this game to explore moving forward lies in how you make use of the ball main character in your gameplay mechanics, and how your level design might best compliment it. I think the low bounce action you’re able to unlock has potential, for example, but rather than forcing players to constantly mash the X key, I think it might be interesting if pressing X let them perform a downwards slam attack, while holding X made the player character bounce lower while the key is held.
I see that you’ve mentioned that this is just a demo for a larger game; I wish you all the best adding onto your game’s currently strong aesthetic and premise, as well as its gameplay potential.
Really cool game! The ball-i-ness of this game makes it super unique and cool, and personally, I was a pretty big fan of this unique mechanic and movement style. The art is very well made, and the world is very expansive and fun to bounce around. I love the NPCs and interactivity of the world as well. One thing that caught me were the bounce sound, as it is played frequently, and got a bit repetitive by the end of the playtime. Along with that, the final boss fight was a little unfair, and I felt that I couldn't dodge many of it's attacks near the end of the fight. These are really small things though. Overall, there is so much depth in this little game, with the gem system, the amulet system, and lots of polish.
Great game, I'm excited to see where you take this, and or other games in the future!!
Thank you so much for playing and rating! I'm glad to see that you liked it. Of course, I still have some things to polish. I think I can't update it right now, but as soon as the jam is over, I'll release a version with some fixes and keep working on the full game. Thanks again!
The art is great the music it’s matching the atmosphere of the game, nice work.
But it’s very hard to bounce and move at the same time, it needs a very precise timing. and some time the platforms doesn’t help, and you fall a lot, and take a long time to get back.
Other thing it’s the cristals, since you are jumping all the time it’s hard to get them all, maybe some kind of magnet to pull the itens towards you will help with that.
I’ve made a review of your game on my youtube channel.
I really like the story and the art, you were really able to give basic shapes very unique characters! The intro really sets the story, and the music is a great fit. Great job!
Since you are always bouncing it is very difficult to control your jumps on moving platforms, and when you miss and fall all the way to the bottom it can be very frustrating... Also, it feels very punishing to have to pay money just to save and equip abilities, especially when you lose all your money on death. The first shop is located after the first flower, so I spent money to save, then bought an item, but I didn't have enough money to equip it. It was often a better idea to reload my game every time I died so at least I would have some money.
Finally, I couldn't progress in this room because I broke the blocks the first time to reach the moving platform, but then I missing the jump and fell back down. Now the gaps are too far to jump and I just die in the spikes. Is this intentional?
Thanks for playing! I'm still making some fixes and balance adjustments, although I think I can’t update the game anymore, haha. But I’ll still fix a few things. As for the jump you mentioned, it’s actually possible without the blocks, but I agree that it’s very difficult, so I’ll make it require less precision.