damn, i love the ps1 style you have going with your recent games. any tutorials or guides out there that inspired you?
fridayyy
Creator of
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This is a physics based marbles game. Embrace the open space. Sure make a challenge modes if you want where we have to figure out how to get the balls from one point to another with limited resources, but embrace the idle build something dumb too. Count this as a vote for some sort of sand box with new parts to play with and not a vote for special maps.
Thanks for the specific feedback! I'm going to keep thinking on this.
I'm trying to make a track now. Like a race oval where the balls are way more likely to just keep going in circles so I have an infinite money glitch of balls
I also spent a bunch of time building an infinite scoring machine when the project started and want to come up with more reasons to build those.
Question for everyone here. Would you prefer I go deeper on one, super cool, expanding level, or build out a bunch of smaller, hand-crafted levels?
Either way, there will be prestige mechanics that unlock new and cool powers/gizmos/etc, but it comes down to going deep on pure incremental or expanding to support a broader range of hand-crafted levels
the spawners should all be turned off when you start.
most of the other things on the screen are traps or things to overcome the traps (though i guess on level 2 there are a lot of boosters given for free).
lastly, there are a lot of score zones that aren't super useful until you unlock the future marble spawners.
im thinking more about level design and will take all of this in mind for the next build.
I have GA up and working, but the time on page isn't accurate from my testing. I will be looking into something on my end to fix this, but I assume a platform level fix would be preferable and solve this for all users.
FYI, time in game is really the only reason why I am using Google Analytics (I'd prefer to not use them tbh) - it would be great if this metric was included via the platform analytics ;)

