You have to evade the balls that are thrown at you. Each round you will have more boys launching balls at you, running out of space to move freely. HTML5 available! Also .apk
On browser move with A/D or LEFT/RIGHT On android use the buttons on the side Each round you get a life, up to 3 hearts. If you get hit without a heart, you lose!
currently I can't play it and give you ratings. But if you want more people to play your game then play and rate other games to get karma. the more karma you have the more the ludum dare page will push your game up
I downloaded and played the game on android and I had some fun playing it. I found it nearly impossible to get past 4 players on the court (but that may be because I'm just bad at the game). You definitely made the right choice of turning this into a mobile game because it reminds me of those addicting endless games like doodle jump where the longer you survive the more difficult it gets. The artwork is pretty nice, no complaints there. I pretty much enjoyed the game; however, I always try to throw some constructive criticisms/advice in my reviews so here we go: First, there are two buttons on the main menu: the functional button the starts the game and the button displayed on the background graphic. You need to make the functional button biggest since it's extremely small and you need to remove the button from the background texture to avoid confusion.
Secondly, when you go to build your game just jump inter build settings -> player settings and quickly change the product name to your game and possibly add a picture. I went to relaunch the game and it took me a while to find it because I was looking for "Dodghell" and looking for a Dodgeball related picture.
Edit: I went back and played (the game is pretty addictive lol) and I got to 6 people and I'm pretty sure that's the max amount of people. You might want to have around count after that because I think I survived to 6 people + 2 extra rounds.
@madamin-z now on html5! @merpader and @comenoha I'm on that, couldn't find time to play @unitedfailures Thanks for the comments. I did know the flaws, but hurried up because of the deadline. This weekend I'll fix those stuff. Thanks again!
Love it! It's simple but fun, with the sound effects really cementing the mood you're going for. I also loved the game over screen, and the game's addictive enough to play over and over! Load time was a bit long on HTML5, the graphics were a bit simple, and the life bar was confusing, but those things are easy to overlook!
The graphics are cool and the gameplay easely understandable. I think the player and the balls goes a little too fast. I have saw that balls can collide, and that's a cool feature, you must allow the balls to stay longer on the screen (up to when they goes out) to use a little more this concept. Because npc are on the two sides, it can be call that ball can stun an other ennemy for some seconds, it reward you if you do a dangerous placing. Good job :)
I played this live on stream, and gave detailed feedback on what I think you did right and wrong: https://www.twitch.tv/videos/298886771 at around the 1 hour 30 minute mark
I liked the mood and setting. Definitely on theme with running out of space. Also really liked the humor, oh the memories of playing dodgeball as a kid! I thought the balls moved fast compared to the acceleration rate of the player. Because the kids always aim directly at me and due to the acceleration of the player I felt like the best thing I could do is hide on one side and then run tot he other side when the kids threw. If the balls moved a bit slower and they were a bit staggered out from each other I think that would capture the "dodging" feeling a bit more. As it is now, it feels like more of a reflex check in response to the sound effect of the ball throw whereas I think I'd prefer feel like I was dodging balls by reading the direction and timing and trying to avoid the path of the balls. But this would require the balls to be aimed a bit more randomly and travel slower (with faster acceleration on my character)
@posho thanks! I thought of the idea of the gyro controllers, but I was afraid it became too uncontrollable. You will become part of our fanart Friday :joy: @somuch There is nothing after the 6 people. Not even a winning screen, you can only lose. That's part of hell :zap:
Haha the game is pretty fun. The arena is quite small so I didnt have a lot of room to move. Only get to level 3. If you have a bigger arena, Im pretty sure I could survive that for much longer. Anyhow, great entry, good job!!
A nice little game. I think the aesthetic was servicable and the core idea, while simple, could become a pretty fun and addicting game to play with some additional polish. My main issue is the fact it started feeling a little too hard as soon as more than two enemies came into play. Other than that, quite solid work!
Very fun simple concept. I like that you targeted mobile devices for your entry. Nice graphics, audio, and gameplay! The only issue I noticed was that the player/ball hitboxes seem too big.
Haven't seen many mobile games yet so nice job trying something a bit different! The game was more challenging than I expected, but enjoyable nevertheless!
Great game. I really like the graphics! I feel as if the collider for either the ball or player is too big. I get hit when the ball isnt super close. Awesome Job! Check out my game!
- Hit box is too big, is this on purpose? - Balls colliding are unpredictable but really fun. - The counter between levels kills a bit the pace of the game. Seeing a player arrive to the court should be enough to understand what is going to happen. - Sounds and atmosphere are great. - I wish there was a little more of movement freedom, but I understand you made it simple to adapt to mobile games. - It becomes harder and harder so fast that games last very little. Maybe some powerups or ways to get rid of enemies, or make their throws slower. - HP is a little weird it feels like I have an extra live.
@jazmin-giolito Great game, i really liked the visuals of this game and the music is great too. I hope i'll see this game on mobile playstore someday. An experience worth remembering. Do rate our game too.
Simple but really cool game! It looks good and it's very fun to play. The only thing that disappointed me is that after you beat 6 people, you get another level against 6 people. Would be nice if the game could continue getting harder, or if I at least could get some kind of "you win" message :)
Cool little game, simple but fits the theme and it's fun to play. I like the fact that the balls can bounce on each other. I'd like to suggest two amelioration/improvements though: - the collider of the player seems to be bigger than the actual sprite. That leads to collisions that feel unfair. If you take any shoot'em up, the hit box is always smaller than the sprite/model - it'd be great to have a small anticipation for when a NPC will shoot a ball. A small anim, a feedback of some sort. It'd help the player focus and make some strategies. You could even have a mechanic where a NPC would "charge" their shot, thus taking longer, but with a higher speed of the ball. By implementing a feedback on the beginning of the charge and on the shot, that'd create some interesting situations for the player, forcing them to observe and dodge.
Nice game, Love how everything is balanced! Good luck, Don't forget to take a look at ours if you don't mind and see what it's like when we just focused on graphics in this game jam! Game Link: https://ldjam.com/events/ludum-dare/42/spacelab-42a
Comments36
other games to get karma. the more karma you have the more the ludum dare page will push your game up
First, there are two buttons on the main menu: the functional button the starts the game and the button displayed on the background graphic. You need to make the functional button biggest since it's extremely small and you need to remove the button from the background texture to avoid confusion.
Secondly, when you go to build your game just jump inter build settings -> player settings and quickly change the product name to your game and possibly add a picture. I went to relaunch the game and it took me a while to find it because I was looking for "Dodghell" and looking for a Dodgeball related picture.
Edit: I went back and played (the game is pretty addictive lol) and I got to 6 people and I'm pretty sure that's the max amount of people. You might want to have around count after that because I think I survived to 6 people + 2 extra rounds.
@merpader and @comenoha I'm on that, couldn't find time to play
@unitedfailures Thanks for the comments. I did know the flaws, but hurried up because of the deadline. This weekend I'll fix those stuff. Thanks again!
I think the player and the balls goes a little too fast.
I have saw that balls can collide, and that's a cool feature, you must allow the balls to stay longer on the screen (up to when they goes out) to use a little more this concept.
Because npc are on the two sides, it can be call that ball can stun an other ennemy for some seconds, it reward you if you do a dangerous placing.
Good job :)
https://ldjam.com/events/ludum-dare/42/cubi-cat
I thought the balls moved fast compared to the acceleration rate of the player. Because the kids always aim directly at me and due to the acceleration of the player I felt like the best thing I could do is hide on one side and then run tot he other side when the kids threw. If the balls moved a bit slower and they were a bit staggered out from each other I think that would capture the "dodging" feeling a bit more. As it is now, it feels like more of a reflex check in response to the sound effect of the ball throw whereas I think I'd prefer feel like I was dodging balls by reading the direction and timing and trying to avoid the path of the balls. But this would require the balls to be aimed a bit more randomly and travel slower (with faster acceleration on my character)
I played the both the web and APK versions and it was fun. I curious how it could have played with gyro controls.
By the way, I noticed your hitboxes are a bit off, take a look:
This was a great game, congrats! I made you a quick thing:
@somuch There is nothing after the 6 people. Not even a winning screen, you can only lose. That's part of hell :zap:
Nyehhh... Y-you t-too... 😩💧
@jazmin-giolito
Glad you liked it.
- Hit box is too big, is this on purpose?
- Balls colliding are unpredictable but really fun.
- The counter between levels kills a bit the pace of the game. Seeing a player arrive to the court should be enough to understand what is going to happen.
- Sounds and atmosphere are great.
- I wish there was a little more of movement freedom, but I understand you made it simple to adapt to mobile games.
- It becomes harder and harder so fast that games last very little. Maybe some powerups or ways to get rid of enemies, or make their throws slower.
- HP is a little weird it feels like I have an extra live.
Fun game!
Anyway, great game!
- the collider of the player seems to be bigger than the actual sprite. That leads to collisions that feel unfair. If you take any shoot'em up, the hit box is always smaller than the sprite/model
- it'd be great to have a small anticipation for when a NPC will shoot a ball. A small anim, a feedback of some sort. It'd help the player focus and make some strategies. You could even have a mechanic where a NPC would "charge" their shot, thus taking longer, but with a higher speed of the ball. By implementing a feedback on the beginning of the charge and on the shot, that'd create some interesting situations for the player, forcing them to observe and dodge.
Good luck, Don't forget to take a look at ours if you don't mind and see what it's like when we just focused on graphics in this game jam!
Game Link: https://ldjam.com/events/ludum-dare/42/spacelab-42a