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A jam submission

MultiRigView game page

You're a ball... but what IS a ball?
Submitted by Stegersaurus (@StegerGames) — 6 seconds before the deadline
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MultiRig's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#113.4553.455
Design#113.2733.273
Fun#123.1823.182
Polish#153.2733.273
Theme#173.5453.545
Minimalist#193.8183.818
Overall#193.1593.159
Audio#251.3641.364
Adherence to Restrictions#263.3643.364

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you make the game solo or with a team?

Solo

Did you make the audio for this game during the game jam period?

The game has no audio

Did you make the art for this game during the game jam period?

Made all the art during the game jam

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Comments

Submitted (2 edits)

Nice execution of the Jam’s theme. The game fells nicely polished. I think the bloom goes somewhat against the 3-color restriction, but that’s probably a matter of opinion.

I don’t like that the game completely captures the mouse. I feel that not knowing the exact mouse position makes the game somewhat awkward to control, as it becomes less clear how much the direction arrow changes under mouse movement. But the level design seems to require such detailed controls. (I think this problem could be mitigated by centering the ball in the center of the screen, and then moving the map around it. In this way, the relative position of the ball and the mouse pointer doesn’t change while the ball is moving.)

Developer

Thanks. I think a free mouse would be fine if the camera chased the ball like you suggested, but using a static camera (or even a cinemachine cam) makes a free mouse kind of confusing because it relies on tracking the mouse relative to the ball then. I think a better solution would be if I had made the direction marker more sensitive and have more range for games that needed it, like golf.

Submitted

I must say that this one was quite challenging in a bit of a floaty, uncontrollable way. The particles and little bounces and friction slides were nice, but the game was quite punishing. I'd suggest either adding checkpoints, speeding up the overall gamespeed with some physics value adjustments, or both. You did a good job of using the jam's restriction to your advantage, however, by making it clear what the goal was and what would hurt you, so kudos for clarity and a clean art style - controlling the arrow felt nice and responsive, but making it longer to make it easier to judge the effect of an angle over large distances wouldn't have hurt either. 

I'm not sure if I was supposed to hear sound, but, if there was, I didn't hear it.

Maybe tighten up the controls and make the game a bit more forgiving, I'd say. :)

Submitted

very good game and challenging (Y)