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This is a pretty good rage game! It did its job in that it made me RAGE! I was unfortunately unable to get past level 6... epic fail of me...

I really like the aesthetics and sound design of this game. It's giving jet set radio! As a rage game, I think trying to control a big unwieldy ball is good gameplay... It's a very sisyphusian task.

It's hard to give criticism on a rage game, because I think a lot of my issues with the controls and gameplay could be easily explained away with the fact that it IS supposed to make you rage. That being SAAAIIID here are a few things I noted:

- The punch itself feels a bit weird, like you punch the ball, it takes a second to accelerate, and then it moves forward. I think if possible when the ball is punched it needs to move immediately.... I really didn't like the way punching the ball felt so I was pushing it around with my body more. Maybe that's why I couldn't get past level 6...

- This is kind of a personal preference, but I'd love if the character had a bit more air control, so the player could readjust a jump while in the air. I've found that *usually* makes first person platforming feel a bet better, and even though this is a rage game, trying to punch that darn ball gives enough rage to make up for more precise control over platforming.,

This game is cool, though! I'd love to see someone speedrun it.

Played the game on stream here around 4:00

The slowing of the punch before acceleration was my attempt at a hitstop.

I got a lot of criticism, saying that they wanted more oomph in the punches, but, like you said, it's kinda awkward.

In Unreal, physics objects ignore time dilation unless the entire world is affected, so the reason it takes a second to accelerate is that I'm altering the flow of time the moment you punch.  I might have to put an option in the menu to try and ease that so thanks. 

And yeah, I'll look into more air control.