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A jam submission

SpinbounderView game page

Submitted by koppercraft — 4 hours, 24 minutes before the deadline
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Spinbounder's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#33.6673.667
How well does the game fit the theme#73.8333.833
Audio#82.5002.500
Overall#103.2333.233
How much do you enjoy the game overall?#113.0003.000
Gameplay#113.1673.167

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Host(+1)

The physics on the ball are very cool! The camera is smooth, but doesn't allow the player to orient well. i don't know where I'll land! Keep it up! :)

(+1)

nice game really nice gonna do an edit in 3 mins!

Developer (3 edits)

Thanks a ton, maybe it's worth an upgrade once the cam/control issues are fixed (if i can even imagine how to fix them... ;). (me liked 'hamsterball' a lot, that's where the main inspiration comes from).

Submitted(+1)

Camera is the reason I keep falling off the platforms. It should be mouse controlled because camera keeps rotating on its own and redirects motion where it wasn't intended.

Developer (1 edit)

Yap the control directions are based on the camera view, though you're not the only one finding that frustratingly hard (including myself sometimes) so it must be an issue!). (timely I thought it's a nice extra challenge, but my view represents the minority i fear^). Though i also imagined it would be difficult to control  ball and cam with both hands at the same time, since the ball requires fine-tuned and quick input, not? Maybe Arrows are Ball control as b4, and WASD rotate the Cam in 45 or 90° steps?... will try that out.
Appreciate your feedback, naming the critical things and fails is much more valuable than only saying the positives.

Submitted

I don't see any difference from any 3rd person game where you control camera with mouse. Nothing difficult there.

Submitted

I wish I could control the camera normally with the mouse; it's very frustrating to move right now. The combination of the automatic camera, floaty controls, and uniform terrain makes it very hard to judge distance and depth.

The menu is kinda slick, and it looks pretty good. 

Developer (18 edits) (+1)

Thx and agreed, I guess the whole concept stands and falls with a good camera control. But wouldn't it be difficult/complicated for the Player to control cam and ball simultaneously? Since the ball moves more freely and is trickier to control, compared to some dude in a common FPS, I thought to have no choice but making the cam automatic(?). In fact I wanted the cam to always stay just behind and above the ball, but found it surprisingly tricky to simply figure what's actually 'behind' - since the ball often changes direction quickly. For instance when deflected on some object, or the User presses 'opposing arrows', changing roll direction very quickly - a straight-forward implementation makes the cam swerve just as wildly.
My current idea for improvement would be to turn the camera in discrete 90 degree steps (front, left, back, right in world space), so you'd get a stable viewing angle at least for some time.

Submitted(+1)

I of course could be wrong, but I still think the player having normal third-person camera control would be better. I don't think it's any harder to control than any standard 3D platformer, it just has floaty physics but that's independent of the camera. The automatic camera makes it much harder to control, because I try go in one-direction but then the camera changes and the game decides that no, now I'm going in a different direction, and with the camera flying around wildly it's really hard to get a read on the depth and distance of my movements. I think it's always better to just use standard control schemes, especially with camera controls. Stand on the shoulders of giants and all that.

(+1)

Interesting idea. There is ground check missing though, you can fly by repeatedly pressing the jump key.

Developer (11 edits) (+1)

Yup I see this megajump is a pretty bad bug(-feature^) - oki fixed it. In this state, I guess the whole thing is still a rough idea for a game than a real game. Thankz for testing).