Unstable Spaceball by Linus Szokody
You have to flick the unstable spaceball to its destination. Be carefull because when your stability is gone, you die.
Play it on itcho.io: https://linuszokody.itch.io/unstable-spaceball



The game is done in Unity and uses the following assets from 3rd-Party:
- SFX: -- Sounds provided by Erokia/Jordan Powell from https://freesound.org/people/Erokia/
- Glitch-Shader: -- Keijiro Takahashi from https://github.com/keijiro/KinoGlitch
- Neo Sci-Fi v2.0 Font: --Font provided by Bryan Augusto from https://all-free-download.com/font/sci-fi.html
| Link | https://linuszokody.itch.io/unstable-spaceball |
| Original URL | https://ldjam.com/events/ludum-dare/49/unstable-spaceball |
Ratings
| Overall | 666th | 3.579⭐ | 21🧑⚖️ |
| Fun | 437th | 3.684⭐ | 21🧑⚖️ |
| Innovation | 426th | 3.605⭐ | 21🧑⚖️ |
| Theme | 602th | 3.684⭐ | 21🧑⚖️ |
| Graphics | 600th | 3.763⭐ | 21🧑⚖️ |
| Humor | 1155th | 2.176⭐ | 19🧑⚖️ |
| Mood | 919th | 3.25⭐ | 20🧑⚖️ |
| Given | 22🗳️ | 7🗨️ |
Good job
1- I clicked the "how to play" button and immediately notice that the screen has a lot of unused space and the text is very small in the center. I'm thinking a UI-scaling issue?
2- I happen to be playing this on a laptop with a clickable trackpad. I notice the instructions mention both left-and-right click. Controlling could be difficult, I'd suggests alternative control (ie if I could use use r-click or spacebar)
3- Listening to the tones in the background, they sound good, very relaxing. I might play this while I sleep tonight.
4- Completed level one with no issue. Premise is simple, controls are intuitive (so far). I like it!
5- Started the next level and the music abruptly restarted. Is this a Unity game? I'd suggest having the music okay from a DontDestroyOnLoad singleton, so it'll be persistent between scenes.
6- Level 3, I just realized the meter in the center of the screen is UI and not some sort of platform. Now I see it's purpose
7- I'm realizing the UI at the end of each level has the same issue as the "how to play" screen, could use screen real estate better.
8- Also, clicking anywhere to go to next level would be more intuitive than having to click the specific button.
9- Music turned off while I was writing comments, maybe the track should be looped?
10- Noticed the screen blur as stability decreases. Nice touch!
11- Accidentally found that you can relaunch the ball while it's already moving. Good mechanic that could come into use later, maybe a level that teaches players to do this (assuming there is one but I just haven't seen it yet)
12- It seems the stability fields repel the player while the instability fields pull them in. Another nice touch!
13- I'm failing the same level over and over, and I can't remember what level I'm on. On-screen level counter would be nice
14- Trial-and-error seems to be the way here. Maybe hints after a certain number of failures?
15- Wondering if there could be audio indications of instability in addition to the visual blur?
16 - Stuck on another level, and I think it's because I forgot the r-click stop mechanic until now. In-game instructions and reminders would be good.
17- Just noticed that the instability field rings are moving inward. Since they repel the player, I'd suggest reversing that animation.
18 - Still stuck on the same level as from 16. Now thinking I need to relaunch in midair to get over a wall, but it's very hard with trackpad. I'll probably give up here and try again later when I have a mouse.
19 - Notcing that even when you fail it shows how much stability lost. We already know it's 100+ so probably don't need that there
20 - Thought of another mechanic. Instead of losing the moment your stability runs out, what if there was a delayed reaction? Like, you couldn't launch anymore, but the ball would shake and glow and explode a couple seconds later? If your inertia from you last launch gets you to the finish line, stability returns. That way players could go all out on a last-ditch effort, rather than already knowing they'll lose.
Good job!
Because the ball was usually on the ground and near the bottom of the screen, the jump power indicator was often off the screen, and hard to see. Other than that, the idea was cool and the game was fun!
Good job :)