Really cool premise. Though I will admit I found it really hard to get the hang of bouncing around with the bombs. I only made it to the top of the first screen
Alex
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Absolute gem, solid movement, good progressions and a tutorial to boot.
Found a few soft locks, like left tunnel not being able to walk back to the right and falling off the map. But overall, a brilliant game that I really enjoyed. Would love to see a full version after the jam. Great entry and definitely a good time playing.
To the left of here is where I couldn't walk back btw and I had to restart
The RNG is befitting of the theme, staff explodes into fire, then paralyzed and slowly whittled down by a ghost. Respawn, get gun. bat's all around, go on a rampage and get a lot of souls, able to get through the orbs, then the ghosts accumulate from all the screens I ran through, and I get mobbed. Ghosts ammiright.
Great game, charming visuals. Good core gameplay loop. Top-notch!
Also, I played on the web and no issues I could notice. Though the bananas to me did look like banana chilies.
Thanks for playing :)
First I've heard of the sound effect issue. Good to know, I'll make sure too many instances can't play simultaneously when I update the submission after the jam ends. As for the collisions, oof yeah, they're rough I know. It's something that will take a bit more work on my end to get perfect.
Thank you for playing,
I totally agree on all those points.
A lot of these things will be addressed after the jam. However, with the POW, I was thinking more like how metal walker for the gbc did it. So when you go to launch the ball you have a power meter cycle through. As for the finding enemies and navigating, I'll add in little icons at the edge of the screen to make it easier to find them. Kinda like this:
Thank you for playing.
I am especially proud of the particle effects, screen shake and the ball animation. It's the first game that I've made fully code driven effects like this, so it was all new. Though to be honest it's all smoke and mirrors. The particles are the same logic as the ball but with no collisions, timed lifespan and a rect instead of a circle.
The ball animation though is needlessly complicated and took a pretty much the whole jam to get working correctly. But I think it really sells the '3D' effect of the ball, so it was worth it.
I'm glad.
The final output was so different from my original idea I had no idea if it was any good. The original idea was more like snooker crossed with a tower defence where you could build the angles to bounce against and knock the enemies into each other to chain damage etc. But it turned out to be less fun that it sounds and difficult to implement. I also, thought at some point it would be fun to do something like kirby tilt 'n' tumble. But it felt too rip offy.
Thanks for playing.
I agree, the cursor is sluggish. The earlier builds were 4 degrees instead of 8 and would only register on press instead of repeating from a cooldown. So could've been worse haha. I think I'll add an increment on the press so it speeds up if you hold it for longer. Thank you for the valuable feedback.
The physics. lol, I tried my best in it's current state. But I'd probably have to rehaul it as it's integer based and there's just not enough pixels on screen to calculate the edges correctly. Just chalk all bad physics down to being unlucky
Thank you for playing.
I really dropped the ball on conveying how to play clearly. Funny you mention being able to view when not aiming. This was a feature. But collisions only calculate on screen so the ball would clip through the obstacles. I only noticed on the last day of the jam while I was adding the arcs to the ball so it looks 3d. I'll address this after the jam if possible.
Glad you have fun regardless.
The hard mode turns off the map completely and the ability to control the direction or power, if that helps at all.
Thank you for playing I'm glad that you enjoyed it.
hit ball hard was definitely what I was going for. I didn't end up getting a hit meter that lerped in place before submission. But that would've been satisfying to get max power on a hit for that extra juice.
I don't think I explain the objective well. I think changing the text from get ready to destroy all enemies would be an easy way to clarify the objective.
Thank you for playing. The game morphed quite a lot from the original idea, so I'm glad that it was somewhat cohesive. The original idea was a take on snooker crossed with tower defence. But it was really slow paced and I had (and still have) issues with the bouncing not being consistent. So it didn't pan out and changed into what it is. The path finding is still a remnant of that.
As for the visual indicator, I agree. Even a little bar at the bottom would've made all the difference
Thank you for playing. The minimap seems to be the bane of this game atm. I didn't have time to implement indicators, or even a player icon on the minimap. Thinking about it, even having a "press B for map" on the screen would've helped out a lot. I'll be sure to update this after the jam as it's an easy fix.
Just to help out though, the minimap can be used while aiming by pressing x, then you can pan around the level so you can see the enemies. only objective is to destroy the enemies before they reach the centre. Or to make the ball go fast and get lots of numbers.
Always know the presentation is going to be top notch from datagoblin. This was one I saw being developed in the gbjam discord and was what I would show people as an example of what the jam was about. Fresh take on Tetris, brilliant in it's approach. Did come across a few small bugs, but nothing game breaking. Great work and interpretation of the unlucky theme
I'll be honest, when I saw the progress of this in the gbjam discord. I thought it wouldn't be something that you'd see on a gameboy. Man was I wrong, this would feel right at home on the portable console. Surprisingly in-depth and long experience too. I especially appreciate the old school dungeon crawler quirks too. Loved that the enemies all made different sounds, but damn, they're some lucky sluggs compared to my unluck.
This game has taught me that I should never ever play Russian roulette. 6/6 headshots. May be unlucky, who knows. Art and sfx phenomenal, could imagine this being all tied into some overarching hustle universe, where the character has to progress through increasingly unlucky and dangerous tasks for some reason.
Free i guess. I made it. Do what you want with it as long as you don't sell it as your own. If you intend to use it in a project that you intend to sell, that's fine. No credit required unless you want. If you're referring to the licensing that requires the project to be open source, you're fine, this is not that.
Thanks for playing. Earlier builds had multiplied velocity by a straight * -1 which was crazy if you were going fast, which in earlier builds was double, so you could pinball yourself real easy. Kinda fun; boost the enemies to 100x normal and you've got some really hard to control but oddly satisfying pumpkin grinder.























