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A jam submission

Within a Marbelous MazeView game page

A 3D Marblevania!
Submitted by WaveParadigm (@WaveParadigm) — 9 hours, 22 minutes before the deadline
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Within a Marbelous Maze's itch.io page

Results

CriteriaRankScore*Raw Score
Execution#44.0004.000
Overall#53.9083.908
Enjoyment#63.8333.833
Sensory#84.0424.042
Relevance to the theme#203.8753.875
Metroidvania#213.7923.792

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation and application
The game was built from the ground up with Minimalism in mind. It uses: as few words as possible (excluding settings menus and such), as few controls as possible (only move and jump), and as low a visual fidelity as reasonably possible while still evoking the desired style.

Team/Developer
WaveParadigm, Cammy (Music)

Reference info
@waveparadigm on Twitter and Discord

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Comments

(+1)

classic wave marble game! very fun :)

Developer(+1)

A HUGE THANK YOU to everyone from the jam who played and ranked Within a Marbelous Maze - I'm blown away at the positive reception and everyone's thoughtful feedback and couldn't be more honored to have placed 5th out of such an incredible pool of games! I've just released a post-jam update to the game (v10100) which makes a number of improvements to the general world progression, fixes the few softlocks folks were running into (at least the ones that I know about!), includes some slightly enhanced music from Cammy (who knocked it out of the PARK with this OST!!!), and some additional visual polish I didn't have the time to get to before the jam deadline.

I may make one or two other small updates in the coming days to further improve the experience, but the future for Marbelous Maze is likely to be a much more thorough re-evaluation of the entire world progression. I spent almost 2/3 of the entire jam building the different marbles and the assorted mechanics of the game, with around a week to build the entire world, and there's a lot I want to do differently. Stepping back to completely re-evaluate the order marbles unlock, the challenges the player experiences, and sorts of puzzles possible through the tag barrel system will result in a game I'm extremely proud of, and hope to one day rename this page to be the "Jam Version" of a full commercial release. Gotta finish Slime 64 first though!

Once again a huge thanks to everyone who played during the jam period - to the folks who streamed or speedran the game, and to all of my fellow developers who left really great feedback. Enjoy the updates!

Submitted (1 edit) (+1)

Yes, yes in many ways. Oh, I adore this entry. The level design feels clever and there is much to see. The reveal of the Park made me giddy up and I knew that I was in for a treat. The presentation makes me nostalgic and sets the tone right. Nails it, even. Controlling the marble feels just right. The areas feel distinct and have their own thematic puzzles, and the different combinations of elements surprised me in a good way. The little pointer on the checkpoints indicating points of interest is a helpful touch. Also, the music slaps! I want to praise it much more.

I sadly must admit that I got stuck after finding the Wood and Gyro marble one hour in, and then softlocked myself a few times. Luckily nothing major, just reloading the save got me back on track. The levels do feel spacy after rolling around much. I sadly am pressed for time and can't give it the proper review it deserves, but what I've seen definitely won me over!

Developer(+1)

Thank you so much for playing!! Now that the jam judging period is over I've uploaded an update to the game based on user feedback that makes a number of improvements to the world progression, fixes a few of those softlocks people were running into, and overall just a bit more polish I didn't have time to get in before the deadline. I hope if you end up giving the game another shot that the updated version is a better time!

Totally agree on the levels feeling a bit too spaced out - I ultimately want to go back and completely re-evaluate the world progression from the ground up, and making levels a bit tighter is a huge part of that goal.

Really appreciate your feedback and kind words!

Submitted (2 edits) (+1)

Hit credits, cool entry! For reference, my playtime was 1h20m, found Wood then Gyro, then got pretty lost lol. But found my way eventually. 

First of all, the music is fantastic, the Vault theme goes absolutely crazy. I was literally hooping and hollering when the guitar solo came in. Looks like Cammy does a lot of custom Doom music, so this makes sense. The sound design is really great in general, and all the marble noises of the different materials go along way to selling each "character". And I'm never going to complain about an N64ish aesthetic.

You *nailed* the feel of the marble, I think it was the perfect amount of weight, momentum, acceleration, air control. It's a joy to control, and the hover of the Gyro is really excellent too. Unfortunately, I think a lot of that work was let down by the level design. Due to the game being a Metroidvania, the areas need to be traversable in multiple directions, which results in just a bunch of flat ground most of the time. It rarely takes advantage of the fact that you get to play as a marble. I was hoping for more slopes, ramps, maybe a halfpipe or some boost pads that accelerate you ( the boost jump things were fun! )

But honestly I think my main issue was just feeling like the entire game world needed scaled down like 33% percent or more. So much time is spent just rolling through flat space. And when you're not sure where to go, or you need to backtrack to find a barrel to switch to Lanky Kong, it does eat up a *lot* of time. It really took the wind out of my sails about 20 minutes in or so. And some water being Death and some being more level was a little confusing at first.

I generally liked the puzzles!  The couple ways you can interact with any body of water was an especially cool realization. And I think each marble definitely had charm. The ****SPOILER**SPOILER**** final marble being breakable is a funny detail. ****SPOILER**SPOILER**** And they look great and animate well. I think it was a great choice to give them facets, and not be fully round, so the player can visually see direction and acceleration on the character.

Overall great work! And I think a good use of the theme. If you want to keep working on this project, I think this can be a really solid full game!

Developer(+1)

Hey, thanks so much for playing!

I completely agree on basically all counts - I have an update to the game locked and loaded that smooths over some of the more confusing aspects of the existing world layout, but in reality have plans to take the fundamentals here and completely redo the level progression from the ground up. Go figure when you start level design with a bit over a week left in the jam you end up making some pretty big mistakes 😅

World being too big is a point I totally agree with, and I had wanted to add boostpads but simply ran out of time. I super appreciate you taking the time to play through the game, hope you'll give the updated version a shot once I upload it after the judging period closes, and really I hope to blow you away with a bigger and better version somewhere down the line 😃

Submitted(+1)

Very cool, looking forward to it!!

Submitted(+1)

Really great entry! Loved how this was basically just a better take on Donkey Kong 64's multi-character concept. Fun puzzles and progression, nice game length, and intuitive controls. The only issue I ran into is there's a spot in Cistern where you can fall into a crack that softlocks you, but overall nothing else major. Great work!

Submitted(+1)

Really enjoyed the DK64 style switching.  Puzzles were good, not too hard.  Camera controls didn't feel natural.

- vvCephei

Developer

Thanks so much for playing!! Were you using KBM or a Controller?

One thing I didn't get time to do was ask players which they were using - if on KBM I strongly recommend disabling AutoCam in the camera settings. I hope to release a post-jam version where I'll add that as a pop-up before the game starts.

Submitted

Multiple of us played on KBM.  Thanks for the tip.

- Jetsa

Submitted(+1)

it was like I was playing as Glover's ball from Glover for the N64. This is the highest praise anyone could ever say (it is not clear what she means by this.)


anyways banger game. Some minor issues I ran into is the mouse not working on some menu buttons via the title screen (notably, credits and end game, and backing out of the options menu; it might have something to do with that region of the screen specifically), and the Gyro Ball sometimes incorrectly colliding with frozen water causing it to kill you (thus leading me to misunderstand the relationship between the ice and gyro ball for a hot minute). 

Overall, really good and fun! There's definitely room for some more stuff done with level design (it'd be awesome to have more cool skateboard-ass halfpipes and shit)  and possibly, not like, Enemy enemies but more hazard types that pinball you around or something.


very funny final ball upgrade 10/10 no notes. I pogged when it did exactly what I thought it would (not the laser part).

Submitted (2 edits) (+1)

The exploration in this was so good! I felt like I could just get distracted by every new path I saw, and find something neat when I go down it. \(^o^)/ Though, I found it really difficult to keep track of where I've been and how places are connected, especially after the 4th marble.

The music was amazing too! I think my favorite track was the Caldera's BGM, and second place is the Ruins'. (^^)

This might be a weird criticism, but I think there could've been a bit more excitement? 「( • ヘ •) I don't mean more "action", it's more like... some mind-blowing discoveries or connections would have really pumped up the experience. The closest moment for that feeling was when I (spoiler!) froze some big pools with the Ice Ball.

My favorite thing about the game is the ways the different marbles interact with different environmental objects. It was always a joy to see it happen, and then go "Oooooh, of course that's how X would work with Y, why didn't I see that coming?" (◉ o ◉ )
All the different ways to interact with "basic" Water was so cool. The surprises even kept up all the way to the end, with what happens when the last marble falls too far. Pfhahaha, Of course it would do that! (^o^)

Nice game!

p.s. The big goofy eyes are so good. XD

Submitted(+1)

I loved the player's fluid movement; changing directions, going straight, or going sideways feels so cool. Plus, the game's aesthetic, which looks like it's from the PS1 era, is incredible.

Submitted(+1)

Really impressive, love the different marbles such clever design, the camera felt natural to me, and playing on a controller was surprising fun (I was expecting to be an entry that I had to come back to when I'd dug out a mouse), I would have loved a map or even just a compass in the corner to keep orientated though as was easy to feel a little disorientated (especailly to someone with as little spacial awareness as me)

Played the web version and all ran pretty seamlessly for me I wouldn't have known if I hadn't read your page that any of the rendering was "nerfed". The marble mechanics (which I think are new for this jam) are really clever and I had a (very) brief, look at the slime games and it feels distinct enough to be a game in it's own right, I was a bit worried when I read your game page it was going to just be a cut down demo of existing work. but clearly a lot of love went into taking that core and making something unique for this Jam.

Great Entry.

Developer(+1)

Thanks so much for playing!!

Yes, can confirm the marble mechanics, tag barrel, most of the environment objects (battery and bulb terminals, campfires, lasers, freezing water...), were all done as part of the jam period. Aspects of the camera logic, some background logic for BGM, scene transitions, saving, some menus, started from Slime and were modified for this. In the end I ended up spending around 2/3 of the jam time on the new mechanics and getting all the systems up and running, which left a solid 10 days or so to build the entirety of the world haha.

Appreciate you taking the time to play the game and to leave a comment!

Submitted(+1)

Wow, this is awesome! Shoutouts to Cammy, the Vault theme is gonna be in my head for a while. I love the retro aesthetic of it all, very convincing, really feels like a forgotten game from the late 90s, like an alternate universe DK64.

The marbles themselves feel really satisfying and tactile. The sound design and the subtly different physics for them are great. I love the wooden one especially, it feels super satisfying to just barrel it around.

The main thing I think could be improved is the overall structure of the world. There’s quite a few ways to softlock yourself (luckily none I found that couldn’t be fixed with a reload; the funniest one was dropping into a frozen part of cistern as Glass, causing a permanent loop of deaths), I found a ton of difficult to reach unlocks that didn’t seem to do anything (especially in the Cistern, lots of bars opening, checkpoints appearing, that I didn’t need at all to progress) that just obfuscated the real progress, which was at times hard to find. Finding out where to go for the 5th marble was a bit of a frustration point, but from there on out it was smooth sailing to the end.

Still, this was a super satisfying entry that I enjoyed a lot. Impressive amount of content for a jam game too! Really great work.

Developer (1 edit) (+1)

I couldn't agree more with your feedback regarding the greater structure of the world - by the time I had built the critical path through the start of the game, through Cistern leading to the Wood Ball, and then Caldera, I had about three days until the jam deadline. Getting the Ice Ball, all of Ruins, all of Vault, and some of the interstitial pieces of Cistern were built in a feverish 72 hour sprint leading right up to the deadline and unfortunately I think the quality definitely suffered for it. Getting lost after getting Ice and Gyro has been a very common point of feedback 😅

My hope is to take the fundamentals we've built here (the marbles, the mechanics, the basic themes and vibes of the worlds) and fundamentally re-evaluate the progression and interconnection of the world, to turn this into a game I'd be proud to sell on Steam. Plus bringing some collectibles into the mix couldn't hurt either!

I also think in that process I'll take better care to scale the world down a bit - there are definitely times when the player isn't asked to do much except roll through a mostly empty expanse. But, everything is trade-offs! Spending 2/3 of the jam time exclusively on getting the marbles and their mechanics working and feeling good was definitely A Choice but it was very important to me that they all feel good to use.

Thank you so much for playing and your feedback!!


(also couldn't agree more Cammy CRUSHED this soundtrack and Vault has been stuck in my head since I first heard it!!)

Submitted(+1)

Yeah, with a bit more polish this would be a game I wouldn’t have minded paying for! Definitely give it a shot if you feel that ambition.

Submitted(+1)

An enjoyable entry. The level design felt tight, and the automatic camera was a nice touch; changing between marbles to make progress is an interesting idea. 

Side note:

I'm not sure if this was intended, but in the Cistern area, there is a small gap near the bounce pad past the waterfall.  I got stuck there and had to restart the game.

Developer

Hey!! Thanks so much for playing! Someone else found this and it was a total oversight - very sorry you ran into it! I'll be fixing that as part of a post-jam update for sure 😅

Submitted

This one wasn't really for me unfortunately. It feels extremely polished though ! I really appreciate all the little touches. The game feel is really good !

However, it felt a bit too big/spaced out and I got lost a lot.

There's some good potential here though.

Submitted(+1)

At first I was like: "Wait, where is the MV part of the game, but then I got to the hub and everything made sense.".

I really like the retro art style of the game and also how polished the game is overall. 

My only critique would be that some passages feel a bit "stretched" every now and then. 


Still: really a jam project to be proud of. 

Developer(+1)

Yeah - I definitely built some areas while a little too zoomed out in the editor 😅. Definitely something I want to fix when I return to this idea to polish it up into a "real game"!


Thanks so much for playing!!

Submitted (1 edit) (+1)

This is a pretty solid entry. I played for about an hour; it's the first that was too long for me to finish reasonably in the jam rating period and I mean that as a compliment.

Enjoyment 4/5: Often feeling-good, seldom frustrating occasionally a little taxing platforming, no moreso than its inspirations, though.

Execution 4/5: Some camera issues and once I found a little chasm of softlock, but it was right next to a save point so that was nice.

Sensory: 4/5: Nothing stunning here, but it really nails what it's going for.

Metroidvania 4/5: Within a Deep Forest but make it 3d. In my book that makes this, by jam standards, a 4/5 on genre.

Minimalist 5/5: Hits the nail on the head here, I think. There is basically nothing here that's more than it needs to be.

(EDIT Sorry I will add, this might be a bit nitpicky for the scale of the thing, but minimalism or no, it's big enough that a map might have been appreciated.)

Submitted(+1)

Great game! Loved the idea and it really hit us with the nostalgia wave (mostly due to music and graphics) with something like Mario 64 LOL. The game iterates on the abilities well and has that feeling of being lost in a metroidvania untill you remember to backtrack and try something new. It does feel like there's a checkpoint issue that feels like a softlock with a gyro in that one spot -> it's mentioned in the comments on the games page. Good job! Solid Entry overall :)

Submitted(+1)

The sense of wonder and mystery is apparent from the get-go, and I think your approach to minimalism really helps on that front. Everything feels ethereal and mysterious in a way modern games often don't because fo their visual fidelity. Great work!

Developer

I appreciate this comment so much! Thank you :D

Submitted(+1)

I'm here for the Banjo-Kazooie vibes! The first thing I did was enable the googly eyes ;)

The handling of the marble and the sound design are spot on. Each material feels different and just right. At first I was worried it would be more of a platformer than a metroidvania, but the world quickly opened up and felt interconnected. The puzzles were pretty good too.

I greatly enjoyed my time with this entry, though I felt lost after the gyroball. There were a few puzzles in the cistern I couldn't solve but it didn't feel like the gyro was the answer to any of them... But I would have definitely persevered if I had more time. Great job!

Developer

Thank you so much!! You're right that your next stop should be somewhere in Cistern - but honestly the back half of the game was coming together within 2 days of the deadline so there's definitely a lot I would do differently to help make the world feel more navigable if I could start it over. I appreciate you taking the time to try it and leave feedback!!

Submitted(+1)

I really like the vibes of this and it feels great to play. Cool concept having different material properties for the marbles be your interchangeable abilities. Turns out I might be terrible at it but I haven't marked you down for my skill issue! Reminds me of Glover in a good way.

Developer

Thank you so much for your feedback!! So I know - which part did you get stuck at? I was pushing really hard to finish the game at all I definitely didn't get to give everything the difficulty curve polish pass I wanted.


Excited to try your game and others when I get off work!

Submitted(+1)

It was actually the first jumping test in Cistern where you go around the little waterfall but I've since gone back and done it after only a few tries - so maybe I was still super tired yesterday from the jam! I've now played on some more but I'm now stuck in Caldera going across the rotating log thing.  I'm happy to accept this isn't really the game for me but that doesn't mean anything - it's a really cool game that I wish was better at!

Developer

Super understandable! :D

I used the extra grace day to make a few sections a bit less ridiculously demanding of the player and I believe that set of Cistern jumps was one of the spots. I really appreciate you giving it the time of day and for taking the time to comment - tysm!