Collect all the green pickups to open the exit (double yellow circle) of each stage. Finish all 20 stages fast, brag your best times online on your favorite social network!
- left/right: rotate the stage
- down: increase the ball's gravity to drop faster
- also supports mouse/touch controls
- 20 stages
- 4 bosses
- Many new game pluses (each with reshuffled procedurally generated levels).
- Lots of circles
- Different backgrounds per level (based on my own favorite tweetcarts).
I actually started this game more than a year ago but got distracted with other projects and its abstractness made it difficult to come back to. But after a quick poll on twitter, it was chosen by many as the next project I should work on, so here we are. I think it came out fun, what do you think? As always, please post below if you find any problems or suggestions and your best times playing the game.
- Added much-requested hint arrow.
- Buttons X and O can now also be used for fast-drop
Brilliant execution as usual!!
"I am a game designer" mode on:
Maybe allowing a slightly faster rotation (or acceleration while pressing left/right) would reduce moment just waiting for the ball to align to the nearest exit.
Call me casual, but I found looking for the exit to be no fun - maybe an arrow pointing to the exit room?
"I am a game designer" mode off :]
I felt the game was really fun!
I'm no expert on how the Pico 8 works but I think the physics and rotating effects were pretty impressive. I thought the game has a good amount of content as well. My main issue with the game is probably with finding the exit in the later levels. The basic designs, the constantly moving screen and the space of those levels makes finding or remembering were the exit was very frustrating. Exploring to find the exit wouldn't be much of a problem, but the movement between circles isn't smooth enough to make searching levels quick and fun. Despite it's issues, it was a really fun overall experience and I'm looking forward for what you do in the future.
This is very impressive in terms of polish, physics, and game feel (especially with that bounce effect). When you can get it rolling smoothly the movement feels quite good, too. The background effects are interestingly varied as well.
A few notes:
- Some of the bounce pads are irritatingly wide, going off basically indefinitely while you're in the chamber with them or just making it nearly impossible to keep control while going through certain sections.
- Some way to track the bosses down might be nice, too, even if it's just to see the direction they fled in. I don't feel like there's much fun to be had wandering empty halls with no idea of where they could be hiding and nothing to interact with.
- Is the "vania" in the title supposed to be referring to Metroidvanias? Because I don't feel like this actually counts as one if it is. There are no abilities you acquire or cases where you backtrack to explore areas you couldn't reach before.
@all Thanks for the nice comments guys, puts a smile on my face that you are all enjoying the game!
- The arrow is something that a lot of people want, so some form of that is definitely coming.
- @tesselode: I can make the buttons do the fast falling drop, no problem.
- @Jusiv: the "vania" part was supposed to hint at exploration gameplay which is something I was interested in early on but as the game evolved into what it became it just stuck... better than "Pinball Souls", amirite? :)
It's okay, I guess. It's like if Peggle had a roguelike. Moments of satisfying action followed by minutes of unsatisfying cleanup.
I guess I was just expecting something different. The name made me think of a pinball game that leveled up with new abilities as you played it.
Finally got to play this. The ball physics and twisting the maze around is very satisfying. I am still learning to get more ball control, but this would be an excellent speed running game to show off precision ball manipulation. Great stuff, very enjoyable. It's like Cameltry for a new generation!
Really good. Obviously you get a star. Was wondering if you might make the bouncing effect to decrease the more the marble does NOT hit a target.
So if the player is lost for long seconds for instance, they are not still ricocheting dramatically off of the walls.
Naturally the moment they hit any target then the resilience is recovered to full.
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