Alien Holes by bazld
Zap your way to the highest score in this Space Shooter meets Golf game. Controls are shown on the main menu.
*Main Tip: try zapping quite a distance away from a ball! * -- this allows finer control. Keep zapping, but not too close. Zapping close to a ball is a riskier strategy and will usually blast it away (don't worry about blasting balls into space, you'll get new ones to replace them).
https://youtu.be/cmxqFVPS-Dg

Quite pleased with how it turned out. I did plan to have more courses, but no time in the 48 hours.
[baz - theres definitely a camera bug, hence the 'reset camera' button...]
| Windows | https://bazit.itch.io/alien-holes |
| Original URL | https://ldjam.com/events/ludum-dare/41/alien-holes |
Ratings
| Overall | 543th | 3.059⭐ | 36🧑⚖️ |
| Fun | 521th | 2.971⭐ | 36🧑⚖️ |
| Innovation | 331th | 3.397⭐ | 36🧑⚖️ |
| Theme | 376th | 3.529⭐ | 36🧑⚖️ |
| Graphics | 438th | 3.045⭐ | 35🧑⚖️ |
| Audio | 476th | 2.318⭐ | 35🧑⚖️ |
| Humor | 402th | 2.468⭐ | 33🧑⚖️ |
| Mood | 485th | 2.758⭐ | 35🧑⚖️ |
| Given | 60🗳️ | 15🗨️ |
Making a game with physics requires a lot of polish, so here are my suggestions for making it better:
* I'm not sure why you didn't add forwards and backwards movement to camera. To move forwards I had to rotate 90 degrees and move sideways
* Using normals on ball movement direction, like in pool, is nice, but without ability to adjust strike force it's really hard to move the ball in direction you want, especially on bumpy ground
* As I wrote earlier, some balls came very close to hole without giving me point. As a player I will appreciate more if hole collider was a bit bigger than the hole itself. Better to give score when you shouldn't than not give it when you should :)
* For some precission shots, it would be nice if you added some acceleration to camera movement. Just tapping left/right would move it only slightly making it easier to control shooting direction
I'm sure you are aware of most of those, but 48 hours is flies by quickly and tweaking all values takes a lot of time. Nice game overall. I liked main menu design. Cheers!
@ryzy27 So, I kept with the rotation rather than full movement, which is prob not what people expect. Sort of made sense in my head at the time. Originally you were in a ship that circled the level itself - ie you didnt control it at all, and I obv changed that. Full movement would be better now, agreed.
The force applied to the balls depends on distance from contact point (ExplosionForce), ie zapping a point not too close to a ball gives finer control. That was the idea, anyway... zapping a ball directly will fire it into space :) Game instructions/tutorial would help explain this.
Hole collider: yes, bit of a hack since there isn't a real 'hole' in the terrain. If the collider is bigger it looks odd when 'falling' into the hole :(
Yes (@wsKilljoy) I expect mouse movement depends a bit on other factors, like the players mouse settings, which take a lot of testing and tweaking + sensitivity options. ie it seems ok here, but not enough testing on other PCs.
When i shoot the ball it almost always strike the ball out of the area, there should be less force added to the balls in my opinion. Maybe try to change the movement of the camera somehow, like up and down move was missing for me.
Having more control over the camera would have been nice and maybe a slightly weaker laser would have helped. I basically had to aim at the balls from the top to control them and sometimes they glitched through the world. Making the hole a bit more forgiving would also be cool.
Overall still a solid Compo entry!
Cute game, even though it seems impossible to actually control which direction balls are going :)
Physics + 3d save some time early on, but add work later (that bloody camera, urgh).
@dob I always intend to 'prioritise' sound, and always fail, lol. I had about a day and a half to work on it. Yes, I think people assume you zap the balls directly, but its more a blast radius. Needed a tutorial. UPDATE: video added 👍
I'm getting down to playing some entries now. This theme turned out well.
I like the environment a lot. It's simple but really does feel alien. :smiley:
We made a game with a very similar concept/controls -- [Golf with Guns](https://ldjam.com/events/ludum-dare/41/untitled-fpsg)
*Yes*, once you master the physics you can go forever... on that hole anyway, would need more courses.
As pointed out by others, the camera movement could need some more work. Regarding the hole collider being too small: Why not just apply a little "gravitational" force towards the hole once the balls are within a certain distance? Haven't really used Unity, but I'd be surprised if something like that wasn't possible to implement relatively quickly.
Good work though, fun original little game, basically all I'm asking for when playtesting LD games.
@randomphanton, @BlazeMcDeezy thank u for your comments, appreciated. Indeed, its just a think to play around with. I did try to make it less floaty, but got so used to the original physics I just kept them...
Originally it was much stricter, Game Over for losing a ball, then I realised thats no fun 😏
Will check out + rate your games.
Regardless this was very fun, one of my favorites from this jam, and believe it or not I don't actually like golf games or shooter games..
Camera movement was annoying, missing more audio, better map, maybe if balls were a little bit faster... But core mechanics totally got me! My favourite theme completion.
I suppose I have a fascination with physics games, I tend to go in that direction, though it creates some work with playability and camera. I made a 2d game years ago where you zap a pool table, and a 7DFPS game which was kinda 3d pool with a gun... Next time I should go for something totally outside my 'normal' preferences!
However, I'd not used the Unity terrain tool before. The course is, admittedly, the first thing I bodged together 🙄
Another favourite of mine from this jam is https://ldjam.com/events/ludum-dare/41/ping-bang-pong -- love it!
Do you think it would be OK if I reach out to you in the future with some unity questions? I'm in the middle of making a weird physics based bowling game and would love if you could point me in the direction of how you added force to the ball in this game (how it hits harder if you shoot the laser closer to the ball).
Like most people, I spend half my time googling the answers. 😎
Theres a built in function 'AddExplosionForce' which did what I wanted:
```
// shoot
if (Input.GetMouseButtonDown(0))
{ // Find the point we zapped
RaycastHit hit;
if (Physics.Raycast(transform.position, transform.forward, out hit))
{
DoForces(hit.point, hit.transform);
}
...
void DoForces(Vector3 hitpt, Transform transf )
{
// Find everything within a sphere of the pt we zapped
Collider[] colliders = Physics.OverlapSphere(hitpt, 100);
// For all balls within the sphere, apply a force.
foreach (var hit in colliders)
{
if (!hit)
continue;
if (hit.transform.tag == "Ball")
{ // This automatically scales the force depending on distnance from hit pt!
hit.GetComponent<Rigidbody>().AddExplosionForce(40, hitpt, 75, 0.0f, ForceMode.VelocityChange);
}
}
}
```
http://goodreactions.com/poolzap/ (made when I was doing OneGameAMonth).
My first game was spent getting a handle on things and I only got a 2. I knew I could do better though, so I buckled down a bit and got myself an 8. I can see from the comments above though that this does not make me the A-Hole Master after all! Oh well.
Cool idea, and you made some interesting choices that gave it a unique feel. Nice work!