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A jam submission

MarbleverseView game page

Roll around as a marble in space
Submitted by Cogster — 1 hour, 36 minutes before the deadline
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Marbleverse's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#20432.6733.333
Audio#23252.2272.778
Overall#23782.4773.089
Enjoyment#23932.3162.889
Creativity & Theme#24132.5843.222
Seriousness#24682.5843.222

Ranked from 9 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

Developer

Hm, interesting. It may actually be the glass shader I made for the marbles. I did not find any good existing ones so I tried my best to write my own, but in doing so I may have made it really really slow.

My computer runs it fine at 180FPS without major issues, but it does use 60% of my GPU constantly. However, when I ran it through the godot editor instead of final build, it used 45% of my GPU in the same scenarios. If I disabled the glass material and used basic matte white, it used 5% less.

So at this point I am at a loss as to what exactly causes performance issues. its not the glass, that barely affects it. And it also seems to get worse only in an exported build of the game.

Submitted

fun game! really has quite a bit of potential, and might even work exceptionally well as a multiplayer game.

regarding performance issues, i ran the game with the mangohud overlay on linux and here's what it looks like (i have a radeon 7900 xtx). it runs very smoothly but the gpu load is a bit higher on average than what i get when i play minecraft with sildur's vibrant shaders extreme with volumetric lighting, so i assume it might indeed be a graphics-related issue? i also tried it on my steam deck oled and it really sweats, the cpu load is relatively benign but the gpu load hovers around 94-99% and i get around 48-54 fps most of the time, though sometimes it drops to around 13-20 fps momentarily

Developer

I think performance issues are actually not a graphics problem. I created this game on linux and I cross compiled the windows builds. I then later went to see how it was on windows and it was unusually slower compared to when I played it on linux. And my windows computer was pretty powerful, and ran other arguably more intensive games faster than this one.
I will look more into performance next game jam I do. I went with good graphics because I am good at the visuals side of game development and wanted to show that here. (I did not have the time to make models or textures, so that is why I downloaded them off the internet) I also wanted to see how good I could get Godot to look and I think that really showed off how far Godot has come within the last few years in the world of 3D graphics.

Submitted

Please game devs, be mercyfull with the low graphic peasants like me. I liked music and quality in general, but my computer didn't let me enjoy the experience. Really cool game anyways.

Developer

Okay I pushed the update. There is now an updated and easier level 2 and level 3 has been completely redone and is now a boss fight. Do not question the boss AI, I don't understand why it violently spins either.
I made the camera now be slightly above the player, hopefully that improves some camera issues.
The music volume slider should now actually change music volume. You might have to restart the game for it to take effect though. I have not figured out why the game keeps crashing randomly. You will have to live with it I guess.

And also I redid the thumbnail.

Developer

i'll release an update with a redone level 3, improved level 2, and a few tweaks and fixes. I didn't actually use all of the shapes I have available, such as a donut.
the levels were all made yesterday thats why they kind of suck. the camera was a quick thing I made, and it just needed to work.

this game overall is just a tech demo of my ball movement, changing gravity, and camera system. I will be making a much larger complete game where you are a rolling object in a changing gravity enviornment. I already started working on that other game,  (it was very very bare bones though and not playable) and I thought I could stress test the code I already had by packaging it in a small game for this jam.
this actually did help me a lot, because I now know that I need to rewrite all of the code and restart, because all the different systems were not very consistent with how they worked and it is all quite janky. The camera for this other game will be a much more advanced system in which I hope to make the player not have to even think about moving it around and its all done automatically.

because of this, I will not be adding major content to this game and instead focusing on the other one.

Submitted

This has been my favourite game so far! It was a little janky but I had so much fun smashing all the marbles it was strangely relaxing and infuriating at the same time. I'd love to see more levels like the first one if you ever add more to this, especially the round shapes are more fun to navigate than the sharp/square ones. :D

Submitted

the visuals where really nice, but the gameplay felt shallow, the camera was annoying, but it was fun moving the player around, and the SFX was really good, it would be nice if there was more feedback when hitting the other marbles, also it lagged a good bit