Marbellion by acronaut



```
### PostJAM 1 of 6:
- [Add] Camera Controls (Zoom In/Out, Rotate)
- [New] Physics and Controls + Gamepad Controls
- [Add] Atmosphere (WIP)
- [Add] Announcer
- [Add] Timer (Session-Elapsed)
- [Fix] Level Normals & UVs Updated
- [Fix] Resolved Environment with Texture..
- [Fix] Chaperone-Walls
- Fixes, Changes, Solutions ```
Objective:
``` Just Roll with it! ✨
Collect the 48 NomNoms 💊 .. (there's more than 48 scattered everywhere!)
Avoid Colliding the Abyss-Plane ⬛ [It will reset the Game]
```
Controls (Keyboard & Mouse / * Gamepad [Post-Jam]):
```
WSAD - Roll it..
Mouse / Right-Thumbstick - Camera Controls (Rotations) *
Q / (B) - Respawn to Start-Position (will cost you a NomNom)
Space / (A) - Jump
Right Mouse Button / ( Y ) - Zoom Out Toggle *
Middle Mouse Button / ( X ) - Zoom In (Close-up for Close-Quarters) *
Escape - Quit (Desktop) *
```
Soundtrack: Portfalls - Acronaut
| Microsoft Windows (Itch.io) | https://acronaut.itch.io/marbellion |
| PostJam 1of6 (Win & WebGL) | https://acronaut.itch.io/marbellion |
| Original URL | https://ldjam.com/events/ludum-dare/48/marbellion |
Ratings
| Overall | 1045th | 3.448⭐ | 31🧑⚖️ |
| Fun | 1224th | 3.138⭐ | 31🧑⚖️ |
| Innovation | 1237th | 2.983⭐ | 31🧑⚖️ |
| Theme | 1501th | 3.121⭐ | 31🧑⚖️ |
| Graphics | 386th | 4.133⭐ | 32🧑⚖️ |
| Audio | 560th | 3.589⭐ | 30🧑⚖️ |
| Mood | 386th | 3.911⭐ | 30🧑⚖️ |
| Given | 19🗳️ | 14🗨️ |
I believe though, that this type of game has got an audience that can appreciate this type of difficulty, and for those I belive this is an amazing game. So still: good job!
You can find the timestamp of when your game was played here: https://tinyurl.com/LDJAM48-ursa
Thanks for submitting your game for me to play on stream yesterday! I uploaded the VOD if you'd like to rewatch the stream. I started your game at 1:36:20.
This game was just mesmerizing to look at. I also have a soft-spot for Super Monkey Ball, so this one was right up my alley. I think if you can just fix the issue with the camera rotation getting locked after moving it too much in one direction, you'll have an awesome base of a game to expand on! :slight_smile:
The Controlls are a bit squishy and sometimes I would like to have them a bit more directy and snappy. Maybe just rework the Air Controll and you could also change the controlls when you change the Camera angle. So that when you are close to the Ball your controlls are also more precise.
The Level Architecture is awesome and huge, very impressive.
Liked the Game, Well Done
The controls did feel a little unintuitive. The camera only rotated 180 degrees or so, before you had to go back the other way. and the jumping was a little "floaty", and I didn't know exactly where I was going to land after jumping.
Otherwise, I really want to know what the underlying "story" is for the game. Who are we? Why are we collecting these nom noms? I want answers.
The look was fantastic, obviously. The rolling felt exactly right for this type of game, controllable but heavy. The jump was really difficult, i'm not sure if it has the same movement as the rolling, but for the jump it felt to swift and so high that it was difficult to judge correctly. Seeing the epic size of the level was impressive, but also a bit disheartening in the sense of "wait, i need to collect ALL of these?". But i didn't need to, i quickly understood, and thus did my 48 like a proper nomnom collector.
I liked the ortographic camera more, just a cool look.
On the technical side, the camera move was extremely sensitive for me, like making a whole rotation when moving the mouse half a centimeter. I also got the mouse stuck at the side of the window so i couldn't rotate more into that direction - i'm sure unity has a setting to keep the mouse "stuck" in the center and only registering the theoretical movement. The audio distortion on camera movement was really cool.
Overall, great job, trippy and beautiful! I do wonder though, if the level holds more secrets. It would be a perfect fit to deliver a (possibly dark) twist at some point.