Play very serious mission
spikyball game's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #340 | 4.111 | 4.111 |
| Audio | #720 | 3.333 | 3.333 |
| Overall | #1114 | 3.296 | 3.296 |
| Seriousness | #1149 | 3.407 | 3.407 |
| Creativity & Theme | #1838 | 3.000 | 3.000 |
| Enjoyment | #1916 | 2.630 | 2.630 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Godot
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Comments
I was a nice concept and idea; though honestly felt a bit hard considering you have to deal with controlling the ball while enemies are shooting back and finding yourself chained to said ball. It would have been probably easier if the enemies were only melee type to start with. Still great work for being able to have both art and spaghetti up within the limited time!
starting out with melee enemies, or even dummies would definitely have been better! Somehow I never really thought of that. Also, you can just remove the chain with D and then throw the ball again with X; the old one will just explode. It never gets explained in the game unfortunately, so that's on me.
Anyways, thanks for playing, and for the feedback :D
Almost feels like a full game good job on accomplishing this solo! i like the general atmosphere and mechanics a lot! 1 thing i would say is that the spikes, i'd say it would be better if they were red or something at some points it kind of got me frustrated because i didn't notice them. Anyway one of the most solid submissions definitely! If you have time we would appreciate if you could check out our game as well!
Glad you liked it! I agree that the spikes are a bit too hard to notice, I'll keep that in mind for next jam!
Thanks for playing, and I'll make sure to check out your game as well :D
Oh this is a solid game! It was mentioned previously but +1 to the ball being used as a shield. I tried that many times hoping it was just a matter of getting the right angle. The controls are a bit strange, but I can't critic that too much since the ones from my game are as well hard to get used to. You have on your hands a solid solid idea for a proper game. Looking forward to see what's next for this project, great job!
Though I won't be working on this project after the jam, I'll keep the feedback in mind for the next jam!
Thanks for playing, and for taking the time to leave a comment :D
I really like the concept as a mechanic, and the art style and sound design was really good too! I had some difficulty getting used to the controls, and I think enemies should not be able to shoot through the ball. I had fun though, good job!
I agree that the controls were a bit rushed, and being able to use the ball as a shield is a nice idea!
Thanks for playing, and I'm glad you had fun :D
Hey there! So I just played your game and I thought it was a really nice game. It was amazing that there was a tutorial and I did think it has a lot of potential to be a great game because the art and lighting is really good but there are definitely a few rough edges.
Here are my points of improvements:
- Right now the grapple is way too hard to control, it kinda freezes you on the spot and sometimes I can't call the grapple? I think making the grapple controls easier to call and allowing movement might be better. Also I think the controls are a bit finnicky because the grapple aim is tied to the movement keys so letting the grapple move forward means you also have to move forward. So I personally think you should separate the grapple aim from movement (I would personally suggest maybe mouse direction)
- I definitely think you should add support to WASD and Spacebar as well, because that's also another kind of control a lot of people use and I use that as well, so it would be a nice accessibility feature
This game defo has potential to be something great! So keep working on it and goodluck :D
I'm glad you liked it!
I agree that the controls are a bit too difficult, especially when introduced in such a short timeframe. I also agree with you on the fact that throwing leaves you a bit vulnerable, but not freezing the player introduces quite some problems. Though I'm sure there are workarounds for those, I didn't really have enough time to figure those out :<
Tying the aiming to the movement keys was something I got from Celeste, though I admit I also noticed it being a bit inconvenient a few times. Perhaps some acceleration would help with that, or just a slower movement speed in general. Though using the mouse would be a good option, I prefer to have all the controls on the keyboard, though that's just something with me.
The ZXC keys were also something I got from mainly Celeste and Hollow Knight, though I suppose supporting WASD and Space couldn't hurt :>
Thanks a lot for the extensive feedback, and for playing! Though I won't be working on the game after the jam anymore, I will keep all of this in mind for the next jam :D
This was super cute! I did find the controls a little tough to grapple with, but otherwise I loved it. The art is really nice, and it has a great atmosphere and a surprising amount of personality for how short it is. Great job!
Glad you liked it, and thanks for the kind words :D
I had some issues with the spikey ball.. But it looked very nice
Thanks for playing, and glad you liked the art :D
The visuals and sound for this are off the charts! But, as others have mentioned, the spiky ball is really hard to control. I ended up just running past the guys at the end bc I kept mixing up the buttons. Maybe if you made the spikes out by default and the detach doubled as a retract for the spikes so you can use the ball in platforming? Would probably help to simplify the controls. I think the concept is pretty good though once you can tweak the control difficulties!
I'm not really sure what this had to do with the spin to win theme at all though.
Glad you liked the art!
I didn't really want to have the spikes out by default since it sticks to walls upon hitting them in the initial throw, something I unfortunately didn't really explain in game. I was thinking about having a way to toggle the spikes before throwing it, but I wasn't really sure how to show that on the player, and I didn't really want to add any UI to the screen, so I ended up just leaving it at where it is now. I probably should've added that though, but I got in a bit of a time stretch on the final day :<
I agree that the controls can be a tad too convoluted though, I'll keep that in mind for the next jam!
I was thinking about swinging and spinning around the spikyball for the theme, but if I'm being honest I can't really see it either lol.
Anyways, thanks a lot for playing, and for the feedback :D
I have to give MAJOR props for the art and sound! Especially the "intro" sequence where the character jumps behind a rock and two agents pass through felt like from a bigger game!
Gameplay was cool but a bit hard for me - controlling the different abilities with c, d, x and z was a bit fiddly (especially in the area with the two guards)
I'm happy you liked the art! I do have to say I did not make the SFX and ambience myself, but rather got them from Pixabay and Freesound. For the cutscene I was aiming for something like Celeste, so I'm glad to hear that turned out well!
I agree that the game is a bit rushed near the end. I initially wanted to add more screens in between the introduction of the controls, but in the end I didn't have enough time.
Anyways, thanks for playing, and for the feedback :D
I mean I think geting ambience and sounds from Pixabay is not bad (I do it this way too, lol) - It's still a skill to make sure everything fits together cohesively, and that certaily worked perfectly in your game! I definitely see the celeste inspiration, and that's meant as a big compliment!
I totally agree with you, it's definitely not bad, but I feel like it would be fun to have the sounds and music made by myself!
The thing is, you can't always find everything online, or it'll just take a lot of time to find it. When learning to make it yourself, you can always go exactly for what you want, plus it seems way more fun to me :D
If you look at games like Deltarune and Celeste for example, they have absolutely incredible music and good use of SFX, and that's something I want to work towards, even if very slowly.
I really have to learn how to make SFX and Music, I tell myself that after every game jam lol, but this time for real.
Anyways thanks a lot for the kind words :>
Love art style and game feel, except of maybe coyote time is a bit weird) but over all I happy that i played your game! Inviting you to play my game also<3
Glad you liked the it, I'll make sure to check out your game too :D
I loved the art and ambience of the game! I did find the base gameplay very difficult and unforgiving, but considering its short length that was hardly a problem. The controls gave me some trouble too, especially in the last section with the two agents. Great game and entry into the jam!
Glad you liked the game! I recently discovered I didn't add proper coyote time, so that's why the platforming can feel a bit rough. The controls were also introduced in quite quick succession, so it's normal to have some trouble with that. I initially wanted to add some more screens in between all the controls, but due to time constraints, wasn't able to.
The last two agents were supposed to resemble some kind of boss fight, since I didn't have enough time to add a real one in. I have to say I too have died a lot to those two while testing, so that's also normal.
Thanks for playing, and taking the time to leave a comment :D
Ah, well fair enough then. Great job still! Like I said the art was very well done!
Hello, I think the game is bugged for me?
I enabled fullscreen in both my pc and my laptop, but even then, it seems like the screen is getting cut off, as there is more room to the right/left that I can walk into, but can't see. (and in the laptop's case even the top and bottom got cut off as you can see in the image)
If its not too much of a ask, could you fix that and send a link for me to play or put a copy of the game in your profile so I can play it?
You can even make a copy of the game on your dashboard and just disable fullscreen or something like that, no need to fix it in engine
I am very sorry to hear that. I think the issue is the game being set as windowed with a resolution of 1920x1080, causing a lot of the screen to be cut off. I think I have fixed it, and I've submitted a ticket in the server asking about the issue. The mods say it is allowed, so I'll upload it as a separate game and delete it afterwards.
Apparently that did not fix it, so I just set the resolution to that of your laptop, and it seems to work now. I've published it, please tell me if there are still any issues.
Hmm, no, still looks the same in both the laptop and the pc :(
but there is an easy way to fix it, look:
You go to your dashboard, create a new project, upload that same web game file, and you set the page to not launch full screen, instead just say embed in page, and set the resolution to 960x544
This won't fix the jam version of the game btw, but it works well enough to test it out
oh wait, I did upload another version of the project with what I think should work, as a separate game, but I took it down after a while since it had 2 views; I assumed you had already tested it. I'll set it to published again.
oh that was someone else lol, anyway it finally worked, I played it on my pc so it had a bit of the screen cut off on the right, but it was fine, as for the game itself, I liked it, found cool the mechanic of using the spikeball as a platform, shame you couldnt use the other features in the game, I found the spikes to be too similar to the background, and also those enemies were kinda tough ngl, maybe you could make it so the bullets dont go trough the spikeball? and also maybe have a toggle mode so you can choose spikes/no spikes before throwing it, but yea cool game, I liked it 👍️
Glad you liked the game! I agree on the spikes perhaps blending in too much with the rest of the scene, should've changed that. I like the idea of using the spikyball as a shield, and always being able to toggle the spikes is also a nice idea!
Thanks for playing, and for the feedback :>
I liked the art of this game and the music was very eerie, only problem I had was your isGrounded or whatever you did to check for jumps is not very forgiving I have tendencies to get right up an edge to jump and it screwed me a over a few times since I wasnt able to jump because I was at the edge otherwise great game
Oh, I didn't know that, thanks for making me aware of that!
I think it's because I only have a singular raycast checking directly down the middle of the player sprite for ground collision. When that raycast goes over a ledge, but the collision still keeps the player on, the player script will think it's airborne, and so you can't jump. I did add some coyotetime for making the jumps smoother, but that doesn't apply when you're standing at a ledge for more than 0.1 seconds :[
Thanks for playing, and taking the time to leave a comment, I'll keep your feedback in mind for the next time I'm making a platformer :D
I liked the art and music, and also the starting cutscene is a nice adding. Unfortunately I couldn't go past the first level because I didn't understand very well the spiky ball mechanic and its controls.
I initially wanted to add some more screens explaining the mechanics in a more proper way, but in the end I had to cut out a lot of stuff. I'm glad to hear where I could improve though, so I'll keep that in mind for next time.
Thanks for playing, and for leaving a comment :D
Graphisc, music and animation are amasing, but controls feel very uncomfortable as well as moving, there is strong potential in this game
Thanks for the feedback, and for playing :D
The ball mechanics are well thought, the visuals are very good, but for me the controls are very convoluted and that makes the game much more difficult.
I initially wanted to put a bit more screens inbetween the introduction of the different controls, instead of having one or two screens for each. That way the player could get used to the controls a bit more. Unfortunately I had to cut a lot of screens due to me not having enough time :[
Thanks for the feedback, and for playing :D
looks great, nice polish level. if change from a round colider for feet. I would also make the restart much faster. u die a lot and it frustrating to wait.
i got a few screens in where it says to use ur ball but didint read quick eneough and then didint know what was hapening
Thanks for the feedback! I rushed a lot of the levels and balancing, so I'm glad to hear where it needs improvement!
Also, thanks for playing :D
The graphics and animations are very nice, looking very polished like this. The transition effects are also nice but sometimes a bit buggy, not sure why. The only pain is that the game is hard. I guess the idea was to have some Celeste-style game, but I wasn’t able to pass the first level, but maybe I’m just not a gamer enough for this.
I was indeed going for something like Celeste, so I'm glad someone noticed :D
I haven't tested the game alot, so there are bound to be a lot, and I mean a lot of bugs, and improper balancing of course. The transition effect is made up out of individual particles( 50 or so ), and I'm don't really think itch likes those, so sometimes the game freezes when transitioning to a new screen, and sometimes it doesn't. I'll have to find a way to make that smoother.
Someone else also said the collision were a bit clunky, and that is I assume the reason you weren't able to pass the first screen. I don't think the problem was with you, but rather with the balancing, and I'll try to improve that.
Anyhow, thanks for playing and leaving the time to take a comment :]
I'd make the jump longer
Thanks for the feedback, I'll see if I can change that :)