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ToonRoll 2: Hardcore Demo's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Recent Work/Making Progress | #3 | 4.000 | 4.000 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Improvement Summary
Fixed lighting problems
Brand new animated skybox
Removed unnecessary real-time global illumination and volumetric fog, resulting in around 30% better performance
Added DirectX 12 support on Windows for better performance
Added a brand new level to the demo
Full overhaul of Level 1 and the tutorial level to improve the beginning experience
Slight CPU usage improvements
Added animated jump visuals for the ball
New and improved sound effects
Better collision sounds with Blowy
Better jumping sounds
Devlog
/t/6410926/toonroll-2-development-history-major-demo-update
Comments
this is one of the first 3d games i've played on my computer because half of them dont even work, and it even runs pretty well? bravo
i loved it, but i still have some recomendations:
- Windowed mode would be great
- maybe checkpoints, your choice though
- Camera movement would be good too
It would be nice to have an option to play without fullscreen, as I often write notes while playing, and like to have things side-by-side. I was able to use the OS controls to change it to be windowed, but built-in would be nice.
When first starting, the in-game display of controls feels too far away. I had started to experiment with controls & moved before I even noticed they were there. The layout display gave a general idea of what they were, but they were not really readable until getting closer. I had initially started at fullscreen, and it was in starting to write about this that I looked for a fullscreen toggle, so this was not a result of changing the window size.
I'm not a fan of the camera position. I'd like to be able to move it for a better angle. It could be free control, or perhaps several presets to cycle through. The perspective just did not work for my brain. With some practice I was starting to get a feel for it, then at the end of level 2, when you get near the covered areas, it shifted, and that completely threw me off. That was when I stopped.
You mentioned speedrunning, but there is no option to retry a level. Pressing Escape takes me back to the main menu, requiring starting over at the tutorial. This could use with a level select screen, allowing the player to retry any completed levels to challenge their best time. I played through the tutorial again to check if there was a best time shown, but did not see one. Also, the timer did not start back at 0 for the new run. If you are going for a speedrun game, then I would display the best time when replaying a level (and on any level select screens), and it needs to reset the timer.
The controls feel decent for the style of game. The level layout seems good, and the progression is good for a demo. This is not my type of game, but seems like a good start.
You did a great job with the visuals and audio; they are simple and pretty clean. Everything is supportive to the gameplay, especially visual readability, which is on-point.
I personally think level is too long and there's no checkpoint in between. I find it quite frustrating knowing my ball bounces off the wrong edge and fall-over especially near the finish line. Fortunately, the simple sound effects and overall sound design is pretty relaxing. The slowly moving abstract background also induces a feeling of relaxation.
When I play the game, I get an overall mixed feeling of cozy/relaxed and frustration at the same time. It is very fun to roll the ball fast in a straight line without falling though.
I played for 25 minutes before calling it quit at level 3 as I somehow just fall over and over near the end. Most of the gameplay time is spent having to start over from the beginning of the level on each fall.
Some small suggestions I would add is to insert some checkpoints, and add a small section on every level where it is safe to roll very fast. I skimmed over your devlog and you mentioned that the game is designed to be speed-ran. Currently, I personally find it very hard to roll fast and have to stop/brake all the time.
With some better level designs, I think the game has the potential to be fun.
I hope you keep on iterating between playtest and development!
I can't run both linux and windows version of the game.
Does anybody encounter the same problem? Or is it just me?





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