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(+1)

This was pretty fun! It is satisfying to destroy things with the wrecking ball. There were some errors I ran into such as launching the wrecking ball would send it glitching in whichever direction I may have launched it, which ends up dragging my cruiser indefinitely and I lose control and have to manually restart the game. I think this is because the ball is not becoming detached when thrown, and how forces are being applied. Like the ball has these infinite escalating forces multiplying on them where the cruiser remains in its position. But then eventually the forces being multiplied on the ball become so great that those forces eventually drag the cruiser, and the fact that the physics pushes the wrecking ball collider through the environment, snagging it, it could never return back to the player while its forces continue calculating (I could be wrong though) and overriding the player controls. The different sources of physics are fighting for control of the objects.

There is a nice amount of feedback when interacting with other objects. There could be more but I appreciate what there is as it helps convey the intentions of the player's inputs and interactivity with objects and in the play space. There is too much going on for me in terms on trying to focus on how I am controlling my wrecking ball to pay attention to the mimi-map. With that said, the mini-map is appreciated though! Not only does it add a nice touch but there will different types of players and scenarios where using the mini-map will be more beneficial, especially if someone has more skilled control over the mechanics and could rely more on planning strategies where the minimap observation is advantageous. 

I feel like this is a pretty unique concept. I would return to play this if it gets bug fixes. The mechanics and gameplay are very engaging as a single player game. This polished concept would absolutely shine as a multiplayer experience, but still absolutely enjoyed as single player game.

Environment destructibility really enhanced the entertainment for me. Also if possible, another element that one could appreciate is being able to see a projected trajectory, or a trail left behind the ball's travel path.

Either way, I would look forward to any more work that goes into this!! 

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Wow, thank you for the incredibly detailed breakdown of the bug! Your analysis is actually spot on, the physics forces are definitely fighting each other in certain situations and it snowballs from there. Also, some last minute changes made the ball have more force than it should have. Really helpful to have it described so clearly.

Really glad the destructibility and feedback felt good though, that was a big focus. And the trajectory trail idea is great, definitely something worth adding in a post-jam update.

The multiplayer idea could definitely be super fun with the game really polished! Maybe someday.

Thanks for sticking with it despite the bugs and for such thoughtful feedback.

Yesss, I know you have to juggle a lot with your time and your child. I unfortunately don't play too many varied games like I used to when I was younger. This game jam has led me to playing so many different things I would never even consider. But this would be a game that if I found as a kid, especially with my friends, we would be playing this like freakin Dynasty Warriors, Halo, and Mario Party  XD  for real!! 

My Cube game is the 2nd game I ever let out into the wild. I have a habit of over analyzing and criticizing myself so it holds me back sometimes. But my first game was a brick breaker game I built using one of GameDevTv's original courses. And I tried various ways of using physics calculations to work with object versus object that are so burned into the depths of my brain that led me to come up with that explanation. I wrote it practically with my hand over my face... like omg.... why am I being so extra, I don't even know what I'm saying. lmaooo!! So I'm glad you found it useful to say the least.

I hope your project grows and evolves, power to you!! <3