Dodghell by ChicoDeLosMates
You have to evade the balls that are thrown at you. Each round you will have more boys launching balls at you, running out of space to move freely. HTML5 available! Also .apk
On browser move with A/D or LEFT/RIGHT
On android use the buttons on the side

Each round you get a life, up to 3 hearts. If you get hit without a heart, you lose!

| Android | https://j-riple.itch.io/dodghell |
| HTML5 (web) | https://j-riple.itch.io/dodghell |
| Original URL | https://ldjam.com/events/ludum-dare/42/dodgeball |
Ratings
| Overall | 633th | 3.351⭐ | 39🧑⚖️ |
| Fun | 509th | 3.311⭐ | 39🧑⚖️ |
| Innovation | 883th | 2.892⭐ | 39🧑⚖️ |
| Theme | 845th | 3.189⭐ | 39🧑⚖️ |
| Graphics | 630th | 3.405⭐ | 39🧑⚖️ |
| Audio | 315th | 3.375⭐ | 38🧑⚖️ |
| Humor | 217th | 3.382⭐ | 36🧑⚖️ |
| Mood | 650th | 3.068⭐ | 39🧑⚖️ |
| Given | 33🗳️ | 41🗨️ |
other games to get karma. the more karma you have the more the ludum dare page will push your game up
First, there are two buttons on the main menu: the functional button the starts the game and the button displayed on the background graphic. You need to make the functional button biggest since it's extremely small and you need to remove the button from the background texture to avoid confusion.
Secondly, when you go to build your game just jump inter build settings -> player settings and quickly change the product name to your game and possibly add a picture. I went to relaunch the game and it took me a while to find it because I was looking for "Dodghell" and looking for a Dodgeball related picture.
Edit: I went back and played (the game is pretty addictive lol) and I got to 6 people and I'm pretty sure that's the max amount of people. You might want to have around count after that because I think I survived to 6 people + 2 extra rounds.
@merpader and @comenoha I'm on that, couldn't find time to play
@unitedfailures Thanks for the comments. I did know the flaws, but hurried up because of the deadline. This weekend I'll fix those stuff. Thanks again!
I think the player and the balls goes a little too fast.
I have saw that balls can collide, and that's a cool feature, you must allow the balls to stay longer on the screen (up to when they goes out) to use a little more this concept.
Because npc are on the two sides, it can be call that ball can stun an other ennemy for some seconds, it reward you if you do a dangerous placing.
Good job :)
https://ldjam.com/events/ludum-dare/42/cubi-cat

I thought the balls moved fast compared to the acceleration rate of the player. Because the kids always aim directly at me and due to the acceleration of the player I felt like the best thing I could do is hide on one side and then run tot he other side when the kids threw. If the balls moved a bit slower and they were a bit staggered out from each other I think that would capture the "dodging" feeling a bit more. As it is now, it feels like more of a reflex check in response to the sound effect of the ball throw whereas I think I'd prefer feel like I was dodging balls by reading the direction and timing and trying to avoid the path of the balls. But this would require the balls to be aimed a bit more randomly and travel slower (with faster acceleration on my character)
I played the both the web and APK versions and it was fun. I curious how it could have played with gyro controls.
By the way, I noticed your hitboxes are a bit off, take a look:

This was a great game, congrats! I made you a quick thing:

@somuch There is nothing after the 6 people. Not even a winning screen, you can only lose. That's part of hell :zap:
Nyehhh... Y-you t-too... 😩💧
@jazmin-giolito
Glad you liked it.
- Hit box is too big, is this on purpose?
- Balls colliding are unpredictable but really fun.
- The counter between levels kills a bit the pace of the game. Seeing a player arrive to the court should be enough to understand what is going to happen.
- Sounds and atmosphere are great.
- I wish there was a little more of movement freedom, but I understand you made it simple to adapt to mobile games.
- It becomes harder and harder so fast that games last very little. Maybe some powerups or ways to get rid of enemies, or make their throws slower.
- HP is a little weird it feels like I have an extra live.
Fun game!
Anyway, great game!
- the collider of the player seems to be bigger than the actual sprite. That leads to collisions that feel unfair. If you take any shoot'em up, the hit box is always smaller than the sprite/model
- it'd be great to have a small anticipation for when a NPC will shoot a ball. A small anim, a feedback of some sort. It'd help the player focus and make some strategies. You could even have a mechanic where a NPC would "charge" their shot, thus taking longer, but with a higher speed of the ball. By implementing a feedback on the beginning of the charge and on the shot, that'd create some interesting situations for the player, forcing them to observe and dodge.
Good luck, Don't forget to take a look at ours if you don't mind and see what it's like when we just focused on graphics in this game jam!
Game Link: https://ldjam.com/events/ludum-dare/42/spacelab-42a