Play Doom Ball X
Doom Ball X's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #5053 | 2.667 | 2.667 |
| Artwork | #5367 | 2.867 | 2.867 |
| Creativity | #5748 | 3.000 | 3.000 |
| Narrative | #8208 | 1.800 | 1.800 |
| Enjoyment | #8823 | 2.000 | 2.000 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Instead of lives, your score drops every 5 seconds. And every 15 seconds - all hazards start moving faster (and UI warns player!). If time reaches 0 you lose, to win you must collect 5 cubes - and there's checkpoints around the map: Each gives you score. In the menu, you can see the leaderboards to see who's on top. Score is calculated based on # of time left, hits, deaths, and secrets found. Jumping charges a bar up and down, if it reaches 0 - then ball flops with a random jump.
(Optional) Please credit all assets you've used
0% external assets used.
Music from Karl Casey (https://whitebataudio.com)
Audio from Adobe (https://www.adobe.com/products/audition/offers/adobeauditiondlcsfx.html)
More details on itch page.
(Optional) What would you like to be called if GMTK features your game?
Litoid
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Comments
Pretty cool game, and the YouTube video was a nice touch! The movement felt good once I got used to it, but the camera and keyboard controls were a bit frustrating. With a little polish there, this could feel much smoother.
Hey there! Thanks for trying this game. Im open to hear suggestions - how would you improve camera and controls?
super coool and the youtube video is also wonderful i like the whole gameplay
ooow Thank you for such a lovely comment! I'm glad you enjoyed it.
We wished we had more time to design better maps as we had more in mind :P the level designer bailed on us :o
its very kind for your detailed comments thank u verrrry much and so important for our group and me to progress u are really creative and talented in making games, Hope to make games with u!
Yeah I know right! Genuine, detailed feedback beyond compliment is worth more than any competition rewards - it's what makes us better. find me on discord, my username is Litoid
Let's continue chatting and maybe one day in the future make games together (or game jams)
Again - thanks for trying out my game.
Fun idea, but found the controls and camera a little tough to control with a keyboard. I had a couple of decent runs and then got trapped by a checkpoint. Nice core concept, just a little refinement on the camera/controls needed.
i kept respawning on top of a sawblade :") but i love the visuals and the idea, really reminds me of games from my childhood
That's lovely to hear! I like retro games and their feeling.
I couldn't test all the checkpoint's fairness, found many, and sometimes i thought... getting stucked by a fake checkpoint may trick the player so next time it must be avoided π
After I got used to the controls, I tried playing the game normally, but I still found it quite frustrating. The biggest issue was the camera: I couldn't freely move it, and the movement wasn't relative to the camera's direction, which made navigating much harder than it needed to be. Aside from the camera, though, the game was enjoyable. The movement felt good, and I think improving the camera controls would make the overall experience much better.
Thanks for your insight. Even though the artist added LOD to make background semi invisible when bumped with camera - we had an issue: level designer silently quit.
So we had to improve with the map.
I made the controller thinking of rocket league types of map π€·π» im glad you still managed to enjoy it. I believe other types of maps would have made this a better experience overall π
The ball movement feels really satisfying, and bouncing around is probably the best part of the game.
However, the camera controls are a big issue. Having to move forward or backward just to adjust the camera feels very frustrating, and it honestly made me rage quit at times.
Still, itβs an enjoyable game . Fixing the camera controls would make the experience much better!
Thanks for enjoying it!
I did the controllers thinking of rocket league type of maneuvers - but the level design guy bailed on us.
So it didnt come out as planned...
How would you make the camera behave even in version? Free movement with mouse? Always forward related to the camera? I had those options but time was running out
It was frustrating to hold W and then use A and D to move the camera, i would have made the A and D move without the condition to hold W or S
very hard to play this game - I tried, sorry
The hazard? The map? The controller?
The level design guy run away from the team so we had to improvise π«
Any deeper feedback is appreciated.
I really wanted to play this game but I don't understand the controls at all :(
Tell me more? Have you played any car games? Because the controlled was made with Rocket League as a model. So a sphere drives as a car.
And added a game controls guide at the start π
struggled with keyboard controls but really like the vibe! the retro cgi kinda look is dope
Thanks! The 3d modeler dida goob job with textures and materials. With gamepad it feels much more responsive due to angles being right.
How would it have been better?
The keyboard controls worked for me, but the camera really got me. I tried a few times and couldn't really get anywhere without clipping losing the camera and falling off. That said, the art was nice and it seemed like everything was functional besides restarting after the level, I had to refresh the page for that.
Restarting didnt work? Hmm tell me more.
We had a hard decision on that camera thing - let players maneuver like a car (forward+steering) or make it easy (left is left, right is right)...
So i mimicked Rocket League control which is fun.
But we had no map to test this - the level design guy bailed on us lol
So after the controller was done, we had to improvise the map and it came out nice - but hard xD
Thanks for trying it out! I had fun making this game
Ahh, I see what happened. I tried to click the restart instead of using keyboard controls for it. I just tried it again and was able to get it to work! That all makes sense, losing a team member mid jam is rough, glad you were able to get this finished regardless! Looking forward to future games from you!
Thank you!
Im not sure if I'll make another jam anytime soon lol this felt like a one man army. We were 5 st the beginning, only 2 arrived.
Good thing we could improvised to give it an end to this - and got to deliver it. Such a nice XP.
Oh yeah somehow click stopped working after i enabled keys to select (and forgot to fix it). I'll look into that in the future. Thanks for your insight.
Is a game controller required? Tried playing with the keyboard and all I got was a ball-looking thing falling? down and the occasional "uh oh". Didn't see any enemies. I didn't rate just yet, feels like it might not be working as expected.
Hey there - I personally made the controller with keyboard as priority, and then implemented the gamepad.
And it is working in my laptop - your comment made me come and turn it on to make sure it wasn't a bug...
But I noticed a weird bug "Drifting" got stuck somehow, so if it happens (can't turn) pressing Ctrl releases it.
That button activates Drifting so that you can turn faster, or sliding like a car if needed.
TL:DR >> Gamepad is not required. It's optional.
Here's proof I am here now testing it via keyboard and everything works.
Enemies = hazards to prevent ball from reaching the objectives.
The starting screen showing control guide can be closed to start game, and then everything moves.
I'm curious to see what happened in your end?
I tried again and I did get it to load. What I saw looked like I was in an Endless Fall... but I never died. Almost like I clipped through right from the start. Definitely works with a keyboard, thanks for helping me out here.
And of course I forgot to talk about the actual game: I like the idea and the brutality of sometimes getting killed during respawn by some hovering-in-the-air spikes. But like others, I had a lot of camera issues. I couldn't see where I was going most of the time. I wanted a "move the camera up slightly" option to help with that. But the concept is a great take on a Marble Madness-like game. Very well done!
Thanks for letting me know. Im very cautious with bugs - and I've spent many hours into debugging and tweaking stuff to make it playable.
Now is it enjoyable? Depends on you guys π thanks for trying it out.