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I don't know what to say. This is great! Just tell me: How many tries did you need to record that jump in the gameplay?? I nearly didn't even manage to collect one point and you just jump over an abyss... (and you reached 24 points in screenshots..... oof)

Okay so this will be my very first 5 star rating in all categories because really EVERYTHING just fits.

Yes, using premade assets is kind of cheaty but mentioned that the paths and props are randomly generated (is that so?) which means that the models must be put together with a really smart algorithm and I think, that is a huge part of aesthetics. I mentioned that by INTENTIONALLY falling down hundreds of times ;)

Sometimes it was a bit hard to understand where the ball will roll to but this may be a point of perspective of a 2D-screen. And somehow this gives the whole game just a little rage-factor which I like

Wow! Thank you for playing and I'm glad you enjoyed the game! Tbh, since I've played this game for almost 6 hours total while play testing, I've gotten pretty used to it. The jump in the gameplay gif was part of my first recorded run (I decided to use that jump part cause I thought it looked cool).

Also yes, the level is randomly generated and the algorithm it uses is pretty basic. The level can be broken up into "pieces", like Lego pieces. Here's an example of one type of piece prefabs I call "DownLeftTurn",


The game chooses a random piece to spawn next and connects it to the previous piece at one of the bottom red nodes (And this basically forms the string of pieces you see in the game). On the other hand, the prop spawning uses a separate system, it spawns a random number of random props at predetermined points on the piece.

Something small but, the sun in the game points directly down, so you can to use the shadow to kind of gauge your current rotation.

That is actually a little more basic than it appears to be. So the tile distribution must be well done. Nice drawing btw.