Marble Sky by Zathnic
Collect all the marbles by putting them into holes. You control a marble and can kick others around by rolling into them. Just don't roll them off the edge, or fall off yourself
Controls: Arrow keys, space


| Download | https://zathnic.itch.io/marble-sky |
| Godot source | https://zathnic.itch.io/marble-sky |
| Original URL | https://ldjam.com/events/ludum-dare/58/marble-sky |
Ratings
| Overall | 554th | 3.292⭐ | 38🧑⚖️ |
| Fun | 404th | 3.306⭐ | 38🧑⚖️ |
| Innovation | 492th | 3.097⭐ | 38🧑⚖️ |
| Theme | 711th | 2.919⭐ | 39🧑⚖️ |
| Graphics | 633th | 2.973⭐ | 39🧑⚖️ |
| Audio | 328th | 3.347⭐ | 38🧑⚖️ |
| Humor | 630th | 2.274⭐ | 33🧑⚖️ |
| Mood | 617th | 3.143⭐ | 37🧑⚖️ |
| Given | 79🗳️ | 56🗨️ |
Nice and relaxing game, the controls were a bit hard at first but I got used to them eventually. I wish the marble speed up mechanic had more use, since it's only really useful in that one level it is introduced. Great entry overall.
Controlling the ball feels great, especially so for keyboard controls, but I think the levels are each a little too long & messy.
Being reset back to the start feels pretty bad after painstakingly pocketing all of the balls, or carefully navigating an (almost) maze, like in level 4, only to hit a ball too fast so it flies over the pocket causing you to deposit yourself instead.
I don't think this would be a problem if the levels were quicker and showcased fewer ideas at a time. I think it'd be nice to have more room for moving around, too.
It's possible that I was playing too slowly/carefully compared to what you intended, but I definitely felt encouraged to do so by the level design.
The game quickly grabs your focus and pulls you in. I especially liked how mechanic evolves by introducing the acceleration for example. At the end of level 3, I tried to slam the ball in for pure satisfaction, but I seem to have gone out of bounds, so the level didn’t count. It might be worth adding a small safety margin or a more forgiving progress check so moments like this aren't nullified. Otherwise, it's very well made for the genre, excellent work!
Specifically, for the levels being too long, there was the one really long level that was winding and some parts very skinny (I think it was level 4), which after the long winding section was a totally different section that could have been its own level. This made me feel more like the long winding part was just a chore / punishment for every time I made a mistake on the second part rather than a fun challenge.
There was also the one where you essentially make a bridge but they easily bounce off so it has to be super precise (can't remember if it was 5 or 6), which felt like there should have just been one or two less slots to fill. It just felt too repetitive and was easy to make a mistake and have to start all over.
I know there's never really time for playtesting to find these things though, so overall you did a great job!