Roll a magic ball around worlds made of crystal with their own gravity fields! Collect all the gems on one planet to activate the jump pad to the next. The pad tells you the number of remaining gems.
Keyboard: WASD to move 360 Controller: Left Stick to move
Windows only, sorry x_x. Source is large, cause that's how UE4 rolls. Blame Epic, not me.
To get to the juicy executable, after you've extracted the zip go to LD30\Binaries\Win32 and run LD30.exe
Nice game, good visuals, very chill. It took a bit to figure out that going slower would help with staying in contact with the surface. It might be helpful to have the ball change color slightly or something as a visual indication that it was currently in contact with the surface. Other than their shapes/colors it was hard to tell if there was anything different between the asteroids. Might have been cool to have gravity change or bounciness or something. Great work!
Hey everyone, thanks for all the comments! I've been really bad about checking these. Thanks so much for all the support and suggestions :)
I'll try to answer everything: The ball being a bit too bouncy and fast is definitely a problem in the submitted build. I fixed it after the fact, but obviously re-submitting is against the rules lol.
@tmpxyz The planets had WAY too many polygons on them. Something like 15k each. I've experimented with a much more sensible 3k poly planet that, more or less, looks just as good. I have a lot to learn about modeling and polygon optimization.
I'm a programmer not a 3D modeler but it's something I know is a tremendous weak spot of mine and I want to learn more about it :)
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This game look great. Good choice for UE, this really makes a difference :) The idea is simple but the result is perfectly fine. Calm and atmospheric!
PS. I like how you explained in your video how you "programmed" the game using UE - this visual programming is really something :D
I'll try to answer everything:
The ball being a bit too bouncy and fast is definitely a problem in the submitted build. I fixed it after the fact, but obviously re-submitting is against the rules lol.
@tmpxyz The planets had WAY too many polygons on them. Something like 15k each. I've experimented with a much more sensible 3k poly planet that, more or less, looks just as good. I have a lot to learn about modeling and polygon optimization.
I'm a programmer not a 3D modeler but it's something I know is a tremendous weak spot of mine and I want to learn more about it :)