Smash ball by Sivael
Your power is running out.
Smash into blocks to break them.
Pick up blocks that fall out when they turn blue.
Grow big.
Reach as high score as possible.
Right click to gather energy.
Made in Unity.
Windows app: http://sivael.gensys.pl/Windows1.1.zip
Mac app: http://sivael.gensys.pl/Mac1.1.app.zip
Linux app: http://sivael.gensys.pl/Linux1.1.zip
Web app: http://sivael.gensys.pl/Web1.1/
Please note that this game is physics heavy; if you dont run crazy it should work ok. For full experience please use native builds :)
Source: http://sivael.gensys.pl/Assets.7z
Controls:
Just press left mouse button.
The further you go from the ball, the faster you go but it uses more energy too.
Scroll up and down to get the camera close/far to the ball.
POST COMPO CHANGES:
- BUGFIX: I've fixed a bug that made the ball grow wayyyy too large (was linear, was supposed to be sqrt-based)
- BUGFIX: Walls being two sided and ocasionally obscuring view
- BUGFIX: You could scroll below the bottom of the game with the mouse wheel
- BUGFIX: Performance problems (introduced lower sound effect thresholds, added sound and game object pools to reduce the GC pressure)
| Source code | Http://sivael.gensys.pl/Assets.7z |
| HTML5 (web) | Http://sivael.gensys.pl/Web1.1/ |
| Windows | Http://sivael.gensys.pl/Windows1.1.zip |
| macOS | Http://sivael.gensys.pl/Mac1.1.app.zip |
| Linux | Http://sivael.gensys.pl/Linux1.1.zip |
| Original URL | https://ldjam.com/events/ludum-dare/39/smash-ball |
Ratings
| Overall | 510th | 2.983⭐ | 62🧑⚖️ |
| Fun | 177th | 3.467⭐ | 62🧑⚖️ |
| Innovation | 420th | 2.9⭐ | 62🧑⚖️ |
| Theme | 586th | 2.833⭐ | 62🧑⚖️ |
| Graphics | 489th | 2.783⭐ | 62🧑⚖️ |
| Audio | 490th | 2.035⭐ | 59🧑⚖️ |
| Humor | 413th | 1.981⭐ | 55🧑⚖️ |
| Mood | 571th | 2.228⭐ | 59🧑⚖️ |
| Given | 58🗳️ | 42🗨️ |
Seriously though, smashing through cubes like crazy is really fun! I think there is some good potential for a game here. For now (I think because of time restraints) there is an end-goal missing, but I like the mechanics.
Thanks for the feedback!
Frame rate was great on my computer.
Nice work!
Some more possibilities (like upgrades maybe?) would be nice
It's like a weird rage therapy or something XD
For some reason the frame rate dropped after a certain point to downright unplayable.
My guess is the amount of entities. Now my computer is kinda old but I don't think it's THAT old, it still runs Crysis 2 for example just fine.
Except for that graphics were actually quite nice.
There are just two main things you could improve, if you wanted to take this further: Performance (as others have already stated), and a higher probability of losing the game. I basically could do anything without running out of power (which was good for having more fun at the beginning, but it makes it less challenging and interesting).
As a serious note, this feels like a physic engine test more than a game, but that's not a bad thing. This is the kinda thing you get a few people together and just laugh and go nuts as the game get gets more ridiculous. You've also gotten a good base for a collection of games, with minimal extra work you can make a ton of great games that can be strung together in one cohesive unit based on smashing things with a ball. Two player combat, time trials, single shot high score runs, attack and defend specific buildings. Small variations can make a great party game. I did have a lot of fun until of course the entire screen was filled by ball.
Yeah I guessed as much
I did try but it wasn't easy to get all the little ones.. and the map didnt feel small after collecting so much haha
It was really a task.. I felt like garbage collector :p
I think making this a little more efficient could go a long way. Maybe calculating physics of those nearby only and compensating for the others later?
Definitely something creative has to be done if you want to keep the pieces moving even after they turn blue.
THanks for the testing and thanks to all for the valuable feedback !
Keep moving Forward
Awesome job! Now I can keep on smashing stuff ^^
Srry took so long I really wish the tagging system actually did something..
I think the concept is inherently fun. Destruction is always gratifying.
I like the Jenga-esque physics of the towers
What I think can improve:
You might consider using some non-orthogonal bounding geometry (not a box) such as bowl or half pipe so that you can gain speed and take curves better.
The textures on the towers could vary in color and material so that different one are easier and harder to knock down.
Overall an interesting thing!
Good job
Still I know you worked hard in your 48 like we all have so please do not let my honest review get to you, making a game in 48 hours is very hard and you have completed one so be proud of yourself. It is just that maybe next time you could do something crazy, something of your own, that only you would come up with :-)
I tried smaller spaces to roll in and lower amount of blocks but it wasnt as fun then.
I'll be trying to package this and make it into a real game (with coop and possibly enemies and bosses you need to smash into) that's aimed at sitting on the couch with a few buddies and smashing stuff on screen :D I think it could use a few particle effects, more lighting and better physics optimization.
@gonuts - My idea was to roll around and smash things while using up and gathering energy. I can't do 3D modelling at speeds required for compo so I simply generated a few hundred textures and selected a few to put onto the objects. While admittedly not perfect, it was the idea I had. You might not have enjoyed it, but I playtested it heavily to make the smashing fun and satisfying; many of the user reviews appreciated that.
@bobbytales - Happy You enjoyed that :D