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There's progress here since the last time I played 4 or so months ago, but I still have some issues:
Gravity seems too floaty still - I just think the grav being this low makes for some unsatisfying platforming sections. You could include ramp boost pads if you still want players to close gaps.
Camera doesn't clip out obstacles - There are some points where the character is under the terrain and you can't see them. You could solve this with a simple raycast + camera "near" value system probably.
Combat feels tedious - If you're gonna put combat in this game, I'd make it more punchy and impactful,
Movement is still a bit drifty for my liking.
Focusing on title menu UI element buttons doesn't seem like they're focused - why are you decreasing opacity on focus?


Take everything I said with a grain of salt, thought I  have played my fair share of marble blast / monkey ball likes in my life. Refine the core movement and gameplay systems before you invest more into character design IMO
God speed anon

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Not sure how much player physics can be changed at this point, if I were to change it, that would require pretty much every level to be adjusted to accommodate. The player physics have already been significantly changed compared to earlier versions of the game.  I do plan to make further changes to UI/menu related things, particularly when highlighting buttons and stuff, just haven't gotten around to it.  Thanks for playing. 

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Ah, I see. Yeah that's a bind. One thing you could do (if you're not already) is tie stats like friction/driftiness to other characters and see which players like the most

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I did think of that, but I decided that the special moves should be the only thing different between them, with the movement staying the same to keep things simple. It wouldn't be difficult for me to adjust other stats, but it's definitely something I'd have to think about further before making such a change. 

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Let's see what others say. This type of game requires a lot of different hands imo
I'm tainted from the last 25 years of these types of games. Maybe someone with a fresh perspective will feel diff

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Yeah, I find that when it comes to stuff like the physics, the feedback on it is always varied. I have a lot of people tell me they like it the way it is now, but others want it tighter similar to a more standard marble game. This game is also quite different from traditional marble games than it looks on the surface, the enemies and longer platformer-style levels really do change things a lot. Your suggestions are always insightful though, so I appreciate it.

Second all of this