Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(1 edit)

Interesting execution of a familiar idea. Reminds me of an orbit game I used to play as a kid, but the polarity swap on the magnet makes for a wholly different experience.

It would be nice if getting stuck were a bit harder to do. Some level design adjustments would help, like funneling the ball back towards a soft checkpoint (things like slight ramps where there are currently horizontal surfaces) and help draw the player back into the action instead of a jarring reset each time they time something wrong.

I also wouldn't mind some trails to help keep track of the ball as it starts moving rapidly. Oh, and keep the ball on a layer above the start point so it's clear where it is right off the bat. Edit: I see the downloaded version keeps the ball on the screen at all times. Definitely a quality of life improvement.

Some of those later levels are quite fun to get through. Take those that run the smoothest and figure out what makes them work, then bring that design to the rest of the game.

Well done, JesusChrist69

(+1)

Hey thanks so much for the feedback.  I agree the level design needs some refinement.  Only 3 days to build levels doesn't give too much time to play test them and I didn't wanted to a have nice amount of levels for making it a speed run challenge! 

And yes, the downloadable version is significantly better than the web version and I would highly prefer and suggest people download the Unity build instead.  But people are too lazy for that...