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A jam submission

Roll'N With Da PunchezView game page

A Challenging Puzzle Platformer Where You Punch Balls Into Goals
Submitted by Kamataya — 6 days, 23 hours before the deadline
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Roll'N With Da Punchez's itch.io page

Results

CriteriaRankScore*Raw Score
Art / Graphics#553.9173.917
Controls / UI#763.2503.250
Sound/Music#813.2503.250
Overall Fun#913.2503.250

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Genre

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Puzzle

Mystery | Advenure

Rating

Family Friendly

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Comments

(+1)

Unfortunately I found the game very frustrating to control, it seemed like the whole gimmick of punching the ball was unreliable and hard to use. You have to get pretty close to the ball to hit it but too close and you nudge it then you have to chase after it.

I also found moving while jumping lacked control so I'd fall off ledges or fail jumps but discovered I could punch walls to scale them and that was quite fun so maybe you could utilize that in some way?

I do see potential if you tighten up the physics and allow the players to do some crazy moves, for example I used the tiny ball and managed to uppercut it to the top of level 8 but since there were no rails up there it just rolled off. Finding ways to use the physics to your advantage is always fun for the player but when the physics are hard to pin down it just makes it a pain. Perhaps simply getting the ball to the end would be a good solution since you don't have to babysit it till the timer fills or make the timer shorter?

Time Stamped YT VOD

Developer

thanks for playing and yeah, the frustration is sorta the point.

It's based on other rage games after all. I'll keep it in mind though 

Submitted(+1)

This is a pretty good rage game! It did its job in that it made me RAGE! I was unfortunately unable to get past level 6... epic fail of me...

I really like the aesthetics and sound design of this game. It's giving jet set radio! As a rage game, I think trying to control a big unwieldy ball is good gameplay... It's a very sisyphusian task.

It's hard to give criticism on a rage game, because I think a lot of my issues with the controls and gameplay could be easily explained away with the fact that it IS supposed to make you rage. That being SAAAIIID here are a few things I noted:

- The punch itself feels a bit weird, like you punch the ball, it takes a second to accelerate, and then it moves forward. I think if possible when the ball is punched it needs to move immediately.... I really didn't like the way punching the ball felt so I was pushing it around with my body more. Maybe that's why I couldn't get past level 6...

- This is kind of a personal preference, but I'd love if the character had a bit more air control, so the player could readjust a jump while in the air. I've found that *usually* makes first person platforming feel a bet better, and even though this is a rage game, trying to punch that darn ball gives enough rage to make up for more precise control over platforming.,

This game is cool, though! I'd love to see someone speedrun it.

Played the game on stream here around 4:00

Developer

The slowing of the punch before acceleration was my attempt at a hitstop.

I got a lot of criticism, saying that they wanted more oomph in the punches, but, like you said, it's kinda awkward.

In Unreal, physics objects ignore time dilation unless the entire world is affected, so the reason it takes a second to accelerate is that I'm altering the flow of time the moment you punch.  I might have to put an option in the menu to try and ease that so thanks. 

And yeah, I'll look into more air control.

(+1)
  • Youtube Timestamped Link
  • Graphics : Stylized , not my cuppa but it works.
  • Music / Sfx :
    • Music : Pretty much non-existent aside from level select, if the rest of the game had music in line with the level select and going with the aeshetics to be more hip-hop-esque.
    • SFX : Some SFX are a bit weak while many others like the record scratching are very annoying.
  • GUI : Fine.
  • Gameplay :
    • Just a golf game with a jet set radio coat of paint.
    • Feels rather slow
    • Punching feels counter-intuitive , either glitching out and hitting things that you aren't attempting to hit , or the ball (or box) barely moving, even if charged.
  • Notes :
    • Toilet gaming
    • It sincerely felt more conducive just nudging the ball as opposed to doing the thing that the game is named for.
    • Punching a wall or ground to launch yourself doesn't seem to be utilized.
      • Punching walls/floors have a strange delay before you get launched.

Overall didn't particularly care much for this one , it sorely needs music and the ball feels a bit too slippery.

Developer

Would you  believe when I say that pushing the ball is actually the harder way to do things.

As for the ball being slippery that's sort of the point.

It's a rage game, it's supposed to be difficult to control. Sorry if it's not your cup of tea but thanks for playing

Submitted(+1)

The graphics are great, the sound started LOUD, but the slider did enough to get the sound to a comfortable level. One of my chatters said the sound and aesthetic remind them of Jet Set Radio (note: I have not played that)

A few recommendations:
Allow right shift to be sprint as well. I noticed I could use WASD as well as the arrow keys to move around. I am HORRID with WASD controls, but arrow keys are fine. 

Please add controller support if possible. I could only play for about an hour or so before having to stop due to wrist pain. Any action based games that are keyboard/mouse do this to me. As such, I was only able to get to level 4 of the first world before I had to stop. That, and that level was so frustrating. I was SO CLOSE so many times and then the ball either glitched out spectacularly, or it fell off and I had to reset the ball. 😆😆

Checkpoints are a life saver, thank you for having those. I also really enjoyed the Not Mario and Not Bowser characters present, as well as all the silly things you could punch/interact with.

Will there be music added to the individual levels?

The full vod is available here:

https://www.twitch.tv/videos/2563235362

Developer

Thinking about music, and the yeah the frustration is kinda the point (It's a rage game after all

Thanks for playing

Submitted(+1)

Interesting concept of puzzle game where you roll a ball by punching and you have to overcome physical obstacles. Small improvements: put Tutorial before Play, which is disabled before completing Tutorial. Also the font is sometimes hard to read. And I would remove the horn sound when punching. But overall nice game.

Developer

Thinking about moving the Tutorial so yeah

(+1)

This was a pretty interesting take on the physics based puzzle genre.  I like that it lets the player feel clever finding different ways to approach certain obstacles, especially when the ball and special type start mixing in.  The art direction was pretty great, and the environmental story telling was pretty good as well.  It's not really my kind of game, but I'd really like to see what this evolves into when completed.

Some critiques:

  1. The volume slider lacks feedback.  It would be nice to have a sound play when the player releases control or periodically as they hold it.
  2. The transition between the tutorial to the level select is fairly confusing, I honestly thought that was it for the demo. Requiring the tutorial in the beginning could be tied into the play button and still also be available from the main menu.
  3. The Console is still enabled, consider disabling this as you export your game.
  4. Tracking which hand punched last is really cool, some visual aid to remind the player which will punch next would be even cooler (ie. if the next hand to go is a little lower on the screen)
  5. There are times where the punch charge attack gets stuck.  It seems to happen when a charge attack is released and then the mouse is immediately clicked and held, attempting the same repeats the process.  The player has to release and wait an indeterminate amount of time before attempting to punch again to fix it.
  6. A reset button next to checkpoints would be a great QoL. A reset already adds 60s, and wouldn't be viable for speed running.  Adding a reset next to a checkpoint would reduce alot of player friction.
  7. I'm not sure if it's intended, but if the ball rolls off of a pressure switch, and the wall is close and blocks it, as the pressure switch resets it hits the ball and launches the ball into the air.  Not necessarily bad, just unexpected how high it gets launched.
  8. Consider the intended difficulty curve.  Generally you'll want to introduce one new kind of challenge at a time, and give the player the rest of the level to practice that new skill for the rest of the level.  If you want to reuse more of the level to do more challenging tricks, consider adding collectables to flesh out the level more, add optional complexity, and to reward / invite the player to think a little differently about a problem.  The first few levels flow somewhat ok, but the last half of levels get very complex very quickly.

The VOD is linked below, it will be available for 60 days from the time of broadcast.  If it is needed longer, please reach out and a highlight can be made.

https://www.twitch.tv/videos/2557636443?t=0h8m30s

Developer

Thanks for the feedback and a Highlight reel would be great.

What exactly is a console, though?

(1 edit)

it's the screen that comes up with you press the ` key (it's either the key above Tab or left of the 1 key on a QWERTY keyboard layout).   The console is for running commands at will in the game (ie. moving entities around, editing in game variables, displaying data, etc.)

Also, I apologize if there's a misunderstanding, highlights are a way for Twitch to preserve a VOD for longer.  While it is possible to chop it up and make it an appropriate highlight reel, I'm not very good at that and would just be preserving the entire playthrough.  If that's what you would like, I can do that and get you the link for it.

Developer

Oh you mean that, it's honestly up to you, I usually download my vods to save to youtube so I think it's a good idea

Submitted(+1)

I played this game on stream: https://www.twitch.tv/videos/2559949482?t=01h09m15s

Overall, the concept of punching the ball to solve the puzzles was interesting, and the graphics style was great! I like the references to Mario without being outright Mario. However, the control of the ball was frustrating, and it was difficult to get the ball to do what I wanted it to do.

I think some tweaking of the ball dynamics may help, I'm not sure what exactly, but making it easier for the player to control :)

The tutorial was nice, and seemed maybe even harder to complete than the first level. I got stuck at one point because I went to a previous room and didn't realize it (my fault), and then spent a long time getting the ball to stay in the circle. It should really be easier to get the ball to stay in place..

Fun concept! Some tweaking of the ball control would make this game much much more fun.

Developer

In my defense, the ball being hard ot control was the point. It's a rage game after all. 

The fact that it's hard to keep it in control means it's working

(+1)

Very stylish! The sound fits the graphics, the tutorial is seamlessly embedded in the game world. Great work!

The game itself is very difficult and at times frustrating. Often I found it simpler to just push the ball instead of hitting it. Maybe you could prohibit pushing the ball and force using only boxing to move the ball. And make the levels more forgiving ... maybe something more in the direction of boxing-golf: When you do a bad hit, you do not fall off the cliff but are in a suboptimal position to continue ...

I see a lot of potential in this game!

Developer

Thanks, I will say, the frustration is intentional, the game is based on "Getting Over It" and other platformer rage games.

As for pushing, I've put some thought into it and from a lot of observations, pushing can actually be a lot harder than punching depending on the situation. I've tried to limit it, of course, but it just didn't feel right in the end, and I personally don't mind if people do "No Punch Runs" if they want. Those types of challenges will be even more frustrating in later levels, especially the new ones I'm currently designing.

Anyway, thanks again for the feedback, and I hope you play my game again once I hopefully release it this winter.

Jam Host (2 edits) (+1)

Mayshing here co-host of FBQ.  It's such a strange combo with puzzle/beat them up merger, but this oddness is the charm, I like the overall style direction of the game as well. 

My main feedback is... there is a frustration that's rewarding that makes people want to keep playing, that makes those kind of "frustrating" game addicting, this game's current frustration makes me want to stop playing, which we did, not exactly good for the game's intent even if it's meant to be like... one of those evil-frustrating game like "Getting over it"

 I have no idea how you can make it more rewarding with the current setup, since this game is more like dungeon crawler than open map... Maybe... make different sounds happen whenever we interact with the map with punches, make it more sound based, use the funny sound to reward our brain, double down on the humor with sound, and wrestle through the frustration? Just an idea. Or have random rabbits/monsters/chicken pop out and punish the player from the map something crazy like that when we hit the wall, make it even worse, as long as it's entertaining, frustration is fine. lol Happy Developing. :D 

Submitted(+2)

So first off, the sound, music, visuals and general vibe of this game are lovely. They really capture the atmosphere of being a super hero (or a super villain). But boy yep this game is challenging, I suspect that this could be one of those games where once you have mastered the controls you can drive that ball around really efficiently. From a new players perspective it might benefit from making the initial levels - less failable. Once frustration I had was that a simple mistake often meant the ball got into a worse position than at the very start of a level, making it better to restart than try and fix it. Adding a quick level reset would help with this - I found I had to route back through a few menus to choose to play the level again. The checkpoint system is a nice idea but again, the game makes you work for it.

So my overall opinion is cool concept but for the noob player like myself it was a bit frustratingly difficult to get into, but that could just be me and others like the difficulty level. Also would it be easy to add controller support too, I think that would be a good choice to have. Keep up the good work.