Spin Attack by ditzel
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Google Play: Android App
iTunes: iOS App
Description
This game is a physics puzzle game! You are one or more tennis balls and you have to reach the target area. Once you are there, you have to stay there for at least 3 seconds. The game takes place in a wall shelf environment.
Screenshots



Ratings
| Overall | 77th | 3.87⭐ | 52🧑⚖️ |
| Fun | 82th | 3.86⭐ | 52🧑⚖️ |
| Innovation | 85th | 3.76⭐ | 52🧑⚖️ |
| Theme | 556th | 2.88⭐ | 52🧑⚖️ |
| Graphics | 179th | 3.72⭐ | 52🧑⚖️ |
| Audio | 86th | 3.694⭐ | 51🧑⚖️ |
| Humor | 204th | 3.128⭐ | 49🧑⚖️ |
| Mood | 125th | 3.551⭐ | 51🧑⚖️ |
| Given | 64🗳️ | 6🗨️ |
A lot of fun. The difficulty curve is well designed. The graphics and audio work great together.
## Suggestions
The controls feel a little clunky and unresponsive. I'm not sure how to fix them. I find it really hard to make controls in physics games like this. That is my only critique. I loved everything else.
Only negative thing I see : The glass can't go into the coffee pot.
Great job, awesome entry
It was a bit weird that the A and D key _and_ the arrow keys worked on the horizontal movement, and the W key did not work for jumping but the up-arrow did.
Also the movement felt a bit sluggish. It would help if you would fiddle a bit with the physics and input settings (Maybe directly manipulate rigidbody.velocity instead of AddForce()). But then you would have to retweak all the puzzles, so you might want not to do that :)
Nice job!
Really nice job. At first, I thought it was too simplistic, but I was surprised to be proven wrong.
AND I LOVE THAT YOU USED SHADERS! Now I'm not sure if you wrote your own shader or not but the outline shader was a nice thing to see. It could use do with being an image effect instead of a material/model outline to make sure it's just a shape outline. You can see the difference. On the ball it looks great because it's just out outline but on the books it goes to the back and it's as if you see through the model.
For the inputs, calculate inputs in Update and do the physics movements in FixedUpdate. Especially for GetKeyDown and GetKeyUp. If you don't press the key on the exact frame a fixed update runs with those two, it won't register. Had fun though even through all the struggle and the overall visuals were great!
I feel weird about the third level (i think? The first one with the books). It's super hard and it gets easier after that ! '-'
I'm not sure it fits the theme that well: for most levels, the more objects you have the better it is cause it's easier to climb that way. But some levels use this to fit the theme too (the more objects you have, the easier it is to make them fall and loose)
good effort with the music, too, it can gets annoying but i'm glad it's there. I wish there was some changes over the levels.
Also the number of levels is pretty impressive !
Congrats for making the game anyway !! =)
I didn't like that I couldn't control some objects in one of the levels, while in the previous/next levels they were interactive. It was odd.
The jumping physics could use some tuning, and again they were inconsistent between the levels (for example, the red book).
But this entry is really fun to play.
I like this first levels being just like a tutorial, I don't like so much the fact that you don't really know how the level is constructed - the field of view is a little small.
All in all a very nice puzzle game. Presentation is also very polished.
Other than that, a great little platformer! It has a shitton of levels, I have no idea when you had time to make those.