A Big Freakin' Ball O' Hurt by LMT

[raw]
made by LMT for LD32 (JAM)
I didn't have the weekend I wanted for the Ludum Dare. Instead I only had 3 hours on Monday evening. This is what I came up with - nothing innovating - arrows to move.

I had time to implement few of the things i wanted - but I find it reasonably fun and hopefully it won't do too badly (no way I will beat my premier 25th from last LD)

You really don't want to be touching those spinning blue things - perhaps use the spiked ball you control.

Ratings

Coolness 36% 1811
Overall(Jam) 3.18 546
Fun(Jam) 3.43 244
Graphics(Jam) 3.10 610
Humor(Jam) 2.17 836
Innovation(Jam) 3.41 300
Mood(Jam) 2.62 811
Theme(Jam) 3.05 728

Feedback

diiq
20. Apr 2015 · 22:57 UTC
I love this idea. Challenging, but in the same way as a yo-yo or poi -- it's the kind of timing game that forces you into a flow. Super simple, but great work.
omaha
21. Apr 2015 · 19:45 UTC
This is cool! This is very similar to the effect I tried to achieve in my game. I'd be interested to see what yours plays like with mouse controls :)
FistBumpGames
21. Apr 2015 · 19:59 UTC
really nice litte game (:
vandriver
21. Apr 2015 · 20:02 UTC
i'd also suggest mouse controls - as well as trying it on a touchscreen. some audio feedback would go a long way to making it more enjoyable as well.

at some point does the screen just get instantly filled with blue blocks? i always mess up my flow when they spawn in my spot
ElectroYak
21. Apr 2015 · 20:03 UTC
Nice little game, I really enjoy small focused gameplay like this
ETHproductions
21. Apr 2015 · 20:12 UTC
An awesome entry for only three hours! It's a shame you didn't have more time than that. The graphics are really cute, and the gameplay feels well polished. I love how the ball's momentum pulls you along when you swing it around.

On a side note, it would be awesome if you could implement a Newgrounds leaderboard! :)
Raiyumi
21. Apr 2015 · 20:30 UTC
I think mouse controls would suit this a lot better, but overall nice job! :)
torcado194
22. Apr 2015 · 01:06 UTC
pretty neat! swinging a big weapon like this is pretty fun. though a few things: there should be more feedback when you kill and enemy, and there should be more reason to kill them. right now theres no reward for killing them, and all it really helps for is keeping the screen clear. another thing is you can just sit in the ball and never get hurt (unless one spawns inside you and kills you before it detects the ball)
pretty fun though
lody
23. Apr 2015 · 10:07 UTC
fun and addicting simple game! it works really well :3
Jakob37
24. Apr 2015 · 16:03 UTC
Very enjoyable to play, and music and graphics blend together well. I missed having some kind of squashing sound-effect when killing of the blue squares. Impressive to finish this in one evening!
Shimone
25. Apr 2015 · 16:03 UTC
Really fun and challenging game!
Travis Root !
26. Apr 2015 · 04:22 UTC
This is good! Those rope physics are FANTASTIC.

It could be better if the contacts (hitting enemies, getting hit) weren't just dissolves; they need to be sharp and punchy. Sound would help. Also, the hatboxes are a little oversized.

All in all, though, pretty darn fun!
Archonthewizard
07. May 2015 · 21:28 UTC
You undersell yourself in the description, this is an awesome prototype! Even though it's a weird, challenging concept, it's immediately intuitive because it's physics based. I played your game for entirely too long - started thinking of lots of ways it could be used in a bigger game.
Jajo
09. May 2015 · 08:12 UTC
I enjoyed it. As you said, nothing new, but it fitted the theme well. The simple graphics certainly added to the effect. Good game for just 3 hours.
creative630
09. May 2015 · 08:17 UTC
Pretty fun! Simple and challenging. I think the only thing that bothers me is not knowing when the enemies become threatening(damaging).
leffe108
09. May 2015 · 11:51 UTC
It is fun but quite challenging, but not in a way it becomes a problem.

On my previous LD I was also short in time and it drives you to really focus on making things simple as there is no way spending hours on tracing down bugs. I think for using only 3 hours, you managed very well.