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A jam submission

NuhpajolView game page

Control two players with different movesets with one set of controls navigate a ball into a goal.
Submitted by Armadillodisco — 14 hours, 4 minutes before the deadline
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Nuhpajol's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#10243.5633.563
Overall#15073.2193.219
Fun#15223.0633.063
Presentation#19593.0313.031

Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
I joined the controls for 2 characters to a single WASD control, forcing the player to "Work Together" with themselves to coordinate their moves to complete each level.

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

Yes

We created the vast majority of the music during the game jam

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Comments

(+1)

I got What the blue thing do just in the level before the last(that it like that one moblie game u need to use the blocks)

Good Game

(+1)

Really nice and original concept!

Submitted(+1)

fun game but it feels better to have more control like use arrow key for player 1 and use wasd for player 2 something like that, and wouldn't it be better to have a player 1 and player 2 must stand in one area at the same time to complete a level rather than pushing a ball, the music and sound was fine but i prefer a more bassy music, arts preetty good

Developer

That was actually my original idea but I felt having them on the same WASD control fit the theme better. Ball mode is one mode of many planned but the combat centric levels weren't really fun unless I added more abilities and interactions, which I didn't have a chance to do. Thanks for the feedback.

Submitted(+1)

Thank you for making this game! I loved the mayan references. It felt a lot like the ice-themed gyms in some Pokemon games. The music was very original and the ball physics were spot on. The only thing I coulnd't entirely figure out was how the enemies worked and the scoring system- I felt like I could just ignore it. All in all, very good job!

Developer

Yeah tbh, the scoring system wasn't really pre-planned, it was a last minute add-on to compensate for other missing features. OG there was going to be a health system but I found you died way too often.

Submitted(+1)

it feels really good it makes me think of the wii play pong game. i still think that punishing the player for touching the ball is not enought to avoid abusing the red one


but anyway well done

Developer

Thanks for the feedback. I agree, I originally was going to have a health bar for it, but found I was dying way too often. I think having a health bar for the red and giving the blue some charged abilities would help.

Submitted(+1)

I really enjoy this one! You naturally get punished for not strategizing what to do with each character ahead of time, which is exactly what you want in a puzzle game. However, I think some more unique elements or challenges could’ve shown the potential a bit better.

Developer(+1)

I agree, time crunch meant a lot of ideas got unimplemented unfortunately. Thanks for the feedback tho.

Submitted(+1)

Pretty cool idea, I like how it feels like golf but fun. However sometimes it gets a bit tedious having to stop the blue one.

Developer

Yeah, I thought so too, I started a thing where you had a powered quick stop on a cooldown, but like all things, time didn't allow for it to be completed.

(+1)

imo the scoring system for hits by enemy really needs to be reworked since it only counts once if you just stick to the enemy

Developer (1 edit)

Yeah I realized that too after the fact, I didn't encounter that scenario until I played it after submitting. There are a few other issues like that. I didn't give myself time to bug search. Originally there was going to be health bars, but I found you died waaaay too quickly.

Submitted(+1)

Cool concept, but I think it could be explored in more creative ways. 

Developer (1 edit)

I agree it came out a bit medicore, pressed for time and a few ideas I had to expand the concept couldn't be implemented in time. oh well