Wow, this game absolutely nails the simplicity and excitement of sumo-style combat while maintaining a level of polish that’s honestly insane for a 3-day jam. The mechanics are so intuitive yet have depth, making every round feel unpredictable and dynamic. The way movement and momentum interact creates this really satisfying balance between control and chaos ,sometimes you feel like you have perfect control over your ball sumo guy, and other times you’re just trying to recover from a massive push from any direction. That kind of dynamic play is exactly what makes this style of game so fun.
The minimalistic art style really works in its favor. By keeping things visually clean, it ensures that every movement and interaction is easy to read. The lighting and shadows give just enough depth to make it feel polished without overcomplicating the aesthetic. And let’s talk about the physics—there’s something incredibly fun about watching these little sumo balls bash into each other with just the right amount of weight and responsiveness. The slight bounce-back effect when they collide makes it so satisfying to play, because it keeps the motion fluid rather than just stopping on impact.
On top of that, the competitive potential here is HUGE. This is one of those games that feels perfect for couch multiplayer, Where you and a friend are laughing, shoving each other off for hours ,until the laughter turns into rage, the rage turns into a full-blown fight, and next thing you know, you’ve lost both the match and your best friend… totally worth it.. The fact that it already works so well in its current state means that even minor additions—like different arena layouts, slight variations in movement mechanics, or power-ups ,could take this to a whole new level. But even without any changes, it’s just so fun to mess around with.
Also, I have to mention the sound design. The little impact sounds when you bump into things add a lot of personality to the experience. It makes every interaction feel more engaging because there’s a tangible sense of force behind each hit. I totally get why people keep bumping into stuff just for the sound effects—it’s those little details that make a game memorable.
I noticed that sometimes obstacles crash into me out of nowhere without any clear warning, which can feel a bit frustrating. Maybe adding some visual or audio cues before they strike would help players react better. Also, I found it a little difficult to distinguish between the enemy and the player at times ,perhaps tweaking the colors, outlines, or adding some subtle effects could make it clearer. Lastly, I couldn’t help but notice the complete absence of music, which left the game feeling a bit empty. A simple background track or even some ambience!
For a jam game, this goes above and beyond. It doesn’t just feel like a prototype—it already feels like the core of a fully realized game that could easily be expanded. It’s simple, addictive, and incredibly well-executed. Seriously, amazing work!