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fridayyy

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A member registered Aug 31, 2017 · View creator page →

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Recent community posts

damn, i love the ps1 style you have going with your recent games. any tutorials or guides out there that inspired you?

just added you there! hope I got the right Grhyll haha

Hey Grhyll, I am thinking implementing a few new systems/gizmos for the game and came back to your suggestion.  It would be great to chat more about incremental design one of these days, what's the best way to reach you?

I think this is a great idea!  I'm working on some new multiplier/powerup ideas and will give it a test. Thanks! 

I love the synth texture in these samples!

gave it a quick look before buying, the Lofi folder is empty. I'd be interested if more sounds were added.

vertical boosters are kinda redundant, though they are more powerful/expensive.

im thinking about renaming them mega boosters (or maybe mega bonkers if I can design a gizmo that looks like something that can bonk the marbles)

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.

Thanks so much for the detailed feedback!  

I'm working on the next version and will get in a good number of these QoL features, some new levels, and sound. 

The version after that will hopefully have significantly better art and the first stab at a prestige system.

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.

Agree with rotation (easy, will be in next build) and giving goals to build more complex machines (harder, still working out how to do that).

Expect big improvements in the next build later this month.

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 ;)

not sure if this is a bug or just the possibly evil corporation, but I keep buying energy drinks and having them not show up in my inventory (at the 2nd shop you discover on your 3rd delivery).