Rolling Panda was such a good concept! The panda is cute :)) I like the animation when the panda fall XD for me its kinda hard to control and a bit laggy. sound effects and background music is good! I like the level design too. Good work!
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Rolling Panda's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Polish & Presentation | #3 | 2.944 | 3.000 |
| Creativity & Theme Interpretation | #12 | 2.717 | 2.769 |
| Overall | #12 | 2.551 | 2.600 |
| Scope & Completion | #13 | 2.416 | 2.462 |
| Technical Execution | #14 | 2.189 | 2.231 |
| Gameplay & Core Idea | #14 | 2.491 | 2.538 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Fan Art Artist Credit:
Danna
Comments
This is dope, would love to be able to adjust the roll intensity, and change camera angles, but hey I’m just being picky. Great job yall!
You can really feel the vibe with the panda, there’s clearly a lot of work behind it and it’s well executed. The gameplay was a bit different from what I expected personally, but it’s still a really beautiful proposal. Great atmosphere overall, congrats
IMMACULATE VIBES!! My only gripe is that there is no control on how much you can launch yourself, so sometimes youre in a guaranteed losing scenario
Thank you so much! “Immaculate vibes” is exactly what we were going for — we had a very organized, collaborative team process to nail that atmosphere, so that means a lot 🙌
About the launch power: that was 100% intentional 😅 We wanted to crank up the difficulty and force players to commit fully every time. No half-presses, no safe rolls — just full send and pray. It’s mean, we know. But that’s the charm (or the curse) of the game.
Thanks again for playing and for the great feedback! 🐼💨
Cool idea! Loved the panda model and also death animation. Menu design (volume things were super cool), musics, level select scene, all of them are great touches.
But it seems this game should be played with a controller instead of a keyboard. I struggled with aiming and also precise jumps since there is no power range for jumps. If anyone reading this before playing this game, consider using your controller (I don't know if it is supported or not)
At the moment of this release for the Jam, the fixed launch power was intentional, since we wanted the movement to feel a bit chaotic and challenging c:
And yes, the gameplay does support controllers! The UI interactions are not fully supported, but the core gameplay works thanks to Unity’s new Input System compatibility.
Funny enough, the controller support was not originally planned, but Unity decided to be nice to us for once and made it work automatically








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