Ball Monster by marrero171
This is a submission for Ludum Dare game jam 46. The theme was "Keep it alive". Save your little friend from the darkness! Throw him against buttons and jump across spikes. All while trying not to kill your friend or yourself.

Ratings
| Overall | 1280th | 3.48⭐ | 27🧑⚖️ |
| Fun | 1016th | 3.42⭐ | 27🧑⚖️ |
| Innovation | 680th | 3.56⭐ | 27🧑⚖️ |
| Theme | 890th | 3.8⭐ | 27🧑⚖️ |
| Graphics | 1210th | 3.64⭐ | 27🧑⚖️ |
| Audio | 946th | 3.3⭐ | 27🧑⚖️ |
| Mood | 1367th | 3.313⭐ | 26🧑⚖️ |
| Given | 29🗳️ | 19🗨️ |
The only thing i'm annoyed by that your buddy dies ALOT.
Or maybe my player just didn't care ;P
But it was a bit hard to a frustrating level. I think the following may help:
1. When dying, restart the screen, not the game. No need to go over the tutorial every time.
2. Character was a bit too slippery, which made it easy to fall into pits. This was not the focus of your game so no need to make it hard.
3. You should be able to pick up buddy by touching, not with space (do you ever want to NOT pick it up?)
4. Reconsider the time-based level (where shadow is coming), or postpone it to a later stage. Players are still learning and experimenting with the game physics, and it is hard to do under time pressure.
Overall, great potential. Good luck!
But the idea and the aestethics are really good, that's a big plus !
Just a tip, if you put a throwing or "Aim like" action on the mouse, the player will expect that he can Aim with the mouse as well..
But besides that the game is really good
Really neat idea though, I would be interested in seeing a post-jam version!
I really love thea nimations of the main character and the movement of both characters.
The only con for this game, it's that I miss a background loop music to get caught with the game. But the steps and the jump sounds where done nicely.
Congratulations for this entry!
That being said, I felt like my character was moving so fast that I never completely got the hang of controlling him. I especially did not enjoy controlling my guy in the air, because he falls so fast that I don't have much time to react.
Of all the aspects of the game, I enjoyed throwing and catching my little friend the most. I don't see why he has a face, because he doesn't seem to do anything on his own. I suppose his specialty is pressing buttons, being that he only has arms, though I don't see why he has to be an animate object to be able to do that, seems like the physics takes care of it, and it isn't clear to me why my character cannot press buttons himself. I kept wanting to catch my little friend in the air, but it seemed close to impossible as I never pulled it off. I would have felt really cool though.
I noticed there were some hard levels towards the end that were almost exclusively about platforming, with little to no ball-throwing. That gives me the impression that the ball-throwing was an afterthought. It was also tedious, like the difficulty was being artificially increased using repetition instead of novel material, on the S-shaped level for example. I would have really loved to see the ball-throwing mechanic explored more, because I really enjoyed throwing the ball and would have like to do some more cool tricks with the ball. Ultimately I feel that the tight platforming levels served only to shut out newer players and irritate players of all skill levels.
On the level with a tall wall, it took me way too long to realize that I just had to do a max-height jump to get my ball-friend over it. It didn't seem possible at all at first.
I wish it was clearer when the darkness would kill me so I'd know exactly how much time I'd have left. On one hand, it was mysterious so as it got darker I felt more tense, which is a good thing I suppose but I still wish I could tell more easily exactly when I would die.
I felt like I was never able to predict where the ball would go. For that reason, a lot of levels boiled down to guesswork: (1) find the exact right spot to stand, of which there is only one, (2) jump to the exact right height, and (3) throw my little ball-friend. The error tolerance in this process seemed very low. Just a few steps to the side and instead of tossing my ball-friend to victory I'd be hurling him towards a gory death. I felt like the design of the level did not clearly communicate to me the correct course of action, so I spent a lot of time just guessing, which meant I was spending less time doing cool tricks.
Congratulations on making a complete and playable game!
I liked a lot the mechanic of throwing the helmet, it worked pretty well !
However, I don't know if it is "as design", but I could bypass some levels by throwing the helmet to the buttons, then rushing to the door, by doing that even the helmet got killed, it was considered that it was a success, and I could pass to the next level.
Overall nice work !
Good job!
Graphics and gameplay/idea are very good, I feel the controls were off when jumping but that could just be me being a noob lol :) I think if you implemented contoller support the jumping part might be a lot more intuitive!
I also didn't realize any bugs, the game seems very smooth :)
All in all a cool entry good job on finishing a game you two! :)
Btw, the "too hard" thing might not even be a valid point, as that could have been your goal all along (cf. Dark Souls) so don't let all this noobs like me get you down ;)