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A jam submission

ROLLING BALL GAME DX: Director's CutView game page

Marble rolling action game featuring unique playable characters!
Submitted by Jeremias (@jer_mint) — 2 days, 23 hours before the deadline
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ROLLING BALL GAME DX: Director's Cut's itch.io page

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Comments

Submitted

pretty fun game. I rarely play these type of games so I am terrible at this. 

first level would be nice to have infinite lives or just easier, but like i mentioned i dont really play these games so it was very challenging.

rotating camera felt a bit off, maybe it was too slow. not sure if i would prefer free aim camera

UI is also counter intuitive, it would read better if the current UI element selected is highlighted and not grayed out

UI sound fx  is a bit jarring, especially when flipping quickly through elements, I think it should sound a bit softer

Developer(+1)

Everything you mentioned has been pointed out to me by others so I'm definitely gonna look into adjustng those things. Thanks for playing and I'm glad you enjoyed it.

Submitted (2 edits)

Hey bro! I just played this, I'm glad to say that I'm much better at the game. This time though I found some game breaking bugs unfortunately.

When I died, for some reason the ball shape got smaller and affected my collision area as well (pic related) - I don't think this was intended, but it made the levels much harder to play due to the ball having less size to climb those slope areas.

Also, in that level where you have to jump to a floating island to push the button (the one I had trouble with last time, not sure if you remember), well for some reason by the checkpoint after that point I died and the player kept spawning below the level making me lose all my lives (I couldn't take a pic as I was dying too fast). It was frustrating to say the least but it's a must report bug issue.

Everything else from what I saw seemed to be working fine.

Developer (1 edit)

That size bug is really strange and it's only been reported to me like one other time. Hasn't happened on my end at all either. I suspect it may be hardware related or something. I have no idea what's causing that. Same with the other one you mentioned.  Thank you for playing.

Submitted

I'm new to the genre, I think got filtered pretty hard, some easy level to teach the player some robe would be nice, I think I figured the "bounce enemy to drop them down" a bit too late, I keep trying to avoid them and it was kinda miserable.

I think the difficulty is fine, but would be good if I can have some win first, before reaching the level where I'm going to fall constantly will many jumps.

The music is nice, menu SFX is bad, in game SFX is ok.

Developer

I definitely want to find a better way of teaching the player some things so they don't get confused starting out. There's been various different versions of level 0 already so I guess I'll have to keep figuring it out. Thanks for playing.

Submitted

Check the NeoBall game, might be useful to you.
Submitted

Music is fantastic, as a Super Monkey Ball enjoyer myself, the music is 33% pf the fun.

The hovering over buttons seems weird since I can hover over multiple buttons at once. I wish the text on the buttons could be more easily read aka darker than the button text when it's having the weird thing when it appears hovered twice. The character select should allow the big circle to be clicked than only the tiny one.

World 0 is hard, Monkey Ball has the first two worlds being joke simple worlds to teach the game's mechanics.

Levels are also very long at the start. One improvement would be for the banana system many monkey ball games have which has multiple bananas being gotten giving a free life, giving a reason to collect them.

I like how the game over in modern monkey ball shows the monkey in the ball sad and then getting very happy before being shot into space when selecting restart and acting more sad when trying to quit. Something like that would make the characters in the ball much more expressive so there is a real difference between the characters. 

I would buy it once I get a portable PC for work breaks if you have controller support. Since I love monkey ball for switch and it would be too much of a stretch to request switch support at this stage of development, but you should consider it for the future.

Developer(+1)

Thanks for the feedback. I'll try to keep adjusting difficulty based on feedback, everyone always says it's hard so that's something I'm aware of. World 0 has had multiple iterations already because of that. Gaining lives by collecting a certain amount of crystals is already something in consideration as well, and that would probably help a bit. The full game will still be free, and controller is already supported so you can try that out if you'd like. Glad you enjoyed it!

Submitted

Good luck, can't wait to play the finished version, it has a lot of potential. 

Submitted

https://www.twitch.tv/videos/2504179775

I really appreciate the physics and how forgiving the platform generally is, I mean that you have some leeway on the edges and bounce off them favourably and so on.

Combat against those robot guys is really satisfying, they have a nice movement pattern to dance against.

About the difficulty design I’m not sure. I’d personally find it more fun if you weren’t restricted in number of lives you got, but instead there was some goal for each stage "finish with less than X drop-outs" to unlock the next stage (or a time goal). This would make it easier to practice the later parts. And please add a "quick respawn" button.

Also with the current design it would strictly speaking be correct to always fully reset a level when losing a life before the first checkpoint.

The very first stage seems oddly hard, it has advanced elements like those parts where the camera is angled badly so you must play blind; it also has a number of very strategic parts, where you can’t really figure out the solution on the fly, but probably need a few tries to figure it out. And that’s a long way from the previous check-point.

In the current state, it would probably be too frustrating for me to play through, with more checkpoints and infinite respawns I might be more interested. Though I’m definitely not the main audience for this kinda game regardless.

But good stuff, keep it up!

Developer

Thanks for the feedback. I know about the restarting thing, and I've considered making restarts subtract a life, but since a lot of people complain about difficulty I've decided to keep it the way it is for now. It's slightly more forgiving that way. I might also add a different way of gaining lives so you don't just rely on finding the 1-up items. I watched your gameplay and I also noticed that you weren't rotating the camera (Q/E on keyboard, LB/RB on controller), so that would probably help you a lot in certain sections. The controls are on the game page but I do want that in the game itself in some way I just need to figure out how to get it right.

Submitted

https://www.twitch.tv/videos/2505158798

Played a bit more, as I needed some brainless parcour game to keep the old mind from working … you can see I really did play quite mindlessly …

I’ve understood now that you can regain lives with the yellow pickups - and also under some yet inexplicable other circumstances. I guess that is kind of fair enough.

>I do want that in the game itself in some way I just need to figure out how to get it right.

Yeah just make a section under settings where you list the controls, don’t need to be rebindable for that to make sense. If there is no info on controls at all, default assumption will be they’re extremely bare-bones / easy to figure out.

On that note, even though I knew now about the "special" attack on Spacebar, I didn’t really manage to apply it, or feel the need to. I hit space a few times but the attack seemed to do very little.

Finally: There appears to be a bug with the button on the moving platform, in the second grass level. It hops around like a bunny until it is activated, at which point it comes to rest immediately on the middle of the platform and knocks you away. Or is it intended? I can see a way to play this section super safely and not fall victim to this behaviour; but immediate impression is it’s bugged.

Developer

Having a section in the extras menu for controls/tutorial is exactly what I've been thinking of, though I'm not sure if that's obvious enough. A lot of people might not check there before starting. Each character has a different special move, the one you were using has low AOE but higher strength and it gives you a burst of speed. Also, yeah the buttons are kinda wonky right now and I've been knowing about that. I have to go back and change them.

Submitted

The main menu is really awful. The fact that the selection indicator is the menu option looking grayed out? I kinda hate it. It should really just be a pointer that moves between the different options. As for the gameplay, that I enjoy, though I wish I had proper camera controls with the right stick. You can still include the shoulder buttons setting the camera in specific positions, just give finer control with the stick.

Developer(+1)

The menu stuff does need some work and that's been pointed out before. Right now the opacity of the sprite changes when hovering, I could easily just make it a different color/highlighted sprite or a pointer like you said. As for the camera, having both is interesting and it's something that no one's suggested before but I'm not sure if that would work seamlessly the way things are set up now, it might need some sort of bigger overhaul for that but I'll see. I'm glad you still enjoyed playing the game though.

Submitted

looks nice and controls great. butthole was clenched the entire playthrough. There are some satisfying jumps and obstacles.

I would like if you could cancel rotate camera and go back the other way if pressed during transition. Or maybe just freelook with right stick.

The UI is confusing because the active is greyed out instead of highlighted.

Developer

Yeah could definitely use some adjustments in those areas, others have said similar things about that so I'm aware. Thanks for playing and thank you so much for recording gameplay! :)

Submitted

i got past the rly hard part in the space level and then i went up the ramp while hugging the wall like i did with the other parts but the camera was orientated in a way where i couldnt see that i couldnt hug the wall on this one and i died and then i spent 20 minutes trying to get back there after getting there first try and then i accidentally pressed Quit in the menu i think because my mouse was over it but i was on controller and i couldn't go back to the space level and ayako didnt ever seem as scared as i was 

8.5/10 game, rly good, might beat space level later
 

Developer

Thanks for playing and I'm glad you like it! Just so you know all levels are unlocked in this demo so you can just go back to the space one in the level select if you want Click the arrows by the world name, I know someone else didn't notice it at first either.

Submitted

Yeah the menus are WACK when using  a controller tbqhwy with just the tiny arrows or cirlces being slightly darker. I beat the space level and i like that it can be almost as BALL BUSTINGLY hard as monkey ball without requiring sub milimeter level precision on the stick constantly like monkey ball, or fiddling in place to get the camera to move like in monkey ball (tho while i like the 90 degree camera in this to be able to focus on my left stick i still wish i could stop sometimes and have a little more camera control just to look ahead or get a better view of a jump that i can't gauge).  Also the ball doesn't really have much bounciness to it which i suppose is fine, but when i do land  from up high it's kinda hard to tell when the bounce has stopped because the camera is at a high angle and there's no landing sound and the bounce just feels kinda weird?? or maybe im just too used to bouncier sorta rolling ball games like tower unite ball race or monkey ball or marble blast ultra idk

Developer

If you're interested in seeing the update notes please check them out here. If you haven't played the game before you can view the controls on the main page. Every character now has a unique special move, so please check them out and see which character you like playing as best! Also, there is a brand new level layout for Scarlett Space 1. Thanks for playing! :D