Super Dashball by SecretPocketCat
Squash meets bullethell
A 1 or 2-player game about dashing, dodging...


... and dying


Top score
(just drop a screenshot/recording of your score in the comments, ideally with a level name, e.g. mine's 77 on Vanilla) @secretpocketcat - 77 (Vanilla)
Top 🧀🧀🧀 score - glitches and all the cheese in the world included
@joltjab - 600 (Vanilla)
Controls
Player 1
- Movement - WASD/left gamepad joystick
- Dash - Space/J/Any of the four main gamepad buttons
Player 2
- Movement - Arrows/left gamepad joystick
Dash - Numpad 0/Right CTRL (Enter in the web build)/Any of the four main gamepad buttons
The dash can cover a shorter distance if you let go before it ends.
When dashing, you can pass through the bulletballs.

Hitting a ball mid-dash will raise your multiplier (singleplayer only), but the ball will gain speed.
Goal
#### Singleplayer
* don't let the ball escape a don't get hit by the bulletballs (the grey ones) that spawn by hitting the score wall
* Hit the colourful walls to score those sweet, sweet points.

Multiplayer
- outlive your opponent by not losing the ball when it's your colour and not getting hit a be the first to win 5 rallies

Happy dashing!
The main theme is from Kevin MacLeod (incompetech.com) (opted out from audio)
Changelog
(just fixes and UI tweaks, no gameplay changes) * 1.0.1 - Fixed controller dash mapping * 1.0.2 - Readded the 'Lost levels', that is, showed the missing Level dropdown * 1.0.3 - Tweaked the UI (just move the buttons and text around a bunch) * 1.0.4 - Fixed the 'On the Move' level to prevent player clipping * 1.0.5 - Fixed wall collisions and multiplayer scorescreen * 1.0.6 (WebGL only) - Changed P2 dash binding from CTRL to Enter to avoid browser shortcuts
Ratings
| Overall | 77th | 4.069⭐ | 53🧑⚖️ |
| Fun | 41th | 4.118⭐ | 53🧑⚖️ |
| Innovation | 229th | 3.75⭐ | 52🧑⚖️ |
| Theme | 194th | 4.08⭐ | 52🧑⚖️ |
| Graphics | 348th | 3.86⭐ | 52🧑⚖️ |
| Given | 66🗳️ | 65🗨️ |
Mind to check our game: https://ldjam.com/events/ludum-dare/41/daxua
give it a try to mine, let us see if you reach the end of the level :D https://ldjam.com/events/ludum-dare/41/jammer-tank
Please also play/rate my game:
https://ldjam.com/events/ludum-dare/41/flaptris-flappy-bird-tetris
I like how there's some heft to the dashing; it gives it a pretty good impact.
I'm not sure if it was intended but dashing while remaining stationary might be a nice touch. Good job!
Great job!
Anyway my score was 16 on vanilla, tried other game modes but they didn't add anything that made them better than good ol vanilla. Couldn't test the two player mode but that one looks fun.
Overall 4.5/5
Got a clip made by jcmonkey
seen by, and approved by @SecretPocketCat
https://clips.twitch.tv/KindExquisiteKaleBrokeBack
Didn't make that much points, less after seen @joltjab made his 600... :)
@CaptainPilot Originally the direction was random, but then I just lowered the speed, but kept the direction so the player would see where the bullets would hit.
@Rajtar I hope you get to try out the multiplayer. I do consider it the meat of the game and don't forget to share what you thought if you get to try it out.
@Mazzletov If you are on Win or Mac, try the standalone build. That let's you rebind the keys.
@riordan Initially the player was able to dash from stand-still, but there was a bug with the direction of the dash, so I removed the option and unfortunately didn't have enough time to reimplement it before the jam ended.
@BlakeMcDeezy :blush:
@LemonBalmGames Correction - I even made a singplayer mode :smile_cat: The multiplayer came first and then I was deciding between working on an AI or putting in singleplayer and other stuff with the remaining time. BTW. I do know Videoball, but I still haven't gotten around to play it.
@digitaldude555 I like to give the players the option of risky play, so I'm glad you respond to it well.
@DraperDanMan Thank you. I tried to play yours, but it was offline. I'll try again later.
@wrexialmt Yay for multiplayer feedback! Glad you've enjoyed it. I do consider it superiour to the singleplayer, but I'd like for the bullethell to come though a bit more, actually. I might do that in a future release with a closed off map so that players just have to survive, but there's still the option of choosing other, less hectic maps.
What do you mean by *'the scaling of the player up/down for “no obvious reason”'*?
The map-clipping and scorescreen were fixed (hopefully).
@Langotriel Sad to hear on stream you hated the dash controls that much. I'm wokring on a post LD version, which might be easier to get used to.
@king-kujito You can't force an e-sport. Would love to try though :laughing:
@joltjab You cheeky bastard! :clap:
@Yngvarr, @Jin9310 Please don't forget to report back once you try out the multiplayer :wink:
@mainghia95, @Saibotk, @asyzruffz, @acoto87, @tweedle Thank you. :smiley_cat:
@Mak3c Glad to hear that and do let me know how it played out with more skilled players. I played with my GF and she did alright, but I can't be sure how critical she actually was this being my game and all.
I played it with a friend who plays mostly twitch-reflex-based games (FPS mostly) and he was actually beating me shortly after trying it out for the first time :laughing:
It was a bit difficult to control the movement, but i guess it is just a question of getting used to it, i can't think of any way to improve on it.
One problem though... We were playing on the browser. I was pressing right-ctrl to dash and my cousin was simultaneously pressing "w". As you know, the shortcut key to close tab is ctrl+w. So the tab just went POOF! Gone! We just stared at each other like who the heck just did that before finally realizing that the key combination was the problem.
We then downloaded the Windows version and the problem was gone.
Anyway, this entry is so full of fun. The audio was perfect and the game design was excellent! Great job you guys!
When playing your game at first, we didn't realize that we needed to be a goalie and prevent our colored ball from getting into the goal on the left side of the screen. We thought that the ball the same color as you would kill the other player. Once we figured that out, it changed how we played the game.
I really liked the levels that had a block in the field. It added to the complexity and increased the gray bullets making it feel more like a bullet hell than a two player game of pong or a 2D game of racket ball.
We played the WebGL version and had an issue with using Dash on the keyboard. The button for player two was shifting focus out of the game trying to bookmark the page or open a different window. I'd recommend not using those keys in the future. I do not have numpad on my laptop where I was playing.
If you added more levels, I could imagine playing this on a console with controllers. Do you plan to add up to 4 player support? This has all the characteristics of being a great couch co-op game.
The current postjam version actually adds a shielding mechanic which helps the player to survive for a bit longer and/or destroy some bullets, but that needs further tweaking and playtesting.
@KingofWhaWha Glad you enjoyed it.
I don't test the final jam builds enough it seems (and mostly do Editor and Win build testing), so this flew right by me (thinking Unity would actually catch and not propagate some of these basic shortcuts). Thank you for sticking with me and trying out the standalone version.
BTW. it's just me, no other guys, I'll consider that in the future (although I'll probably do my 3rd LD solo as well).
@PeachTreeOath Thanks. 50 points ain't actually that bad as the top legit score (not leveraging any glitches and design flaws) that I know of is 77, which's mine.
Laser League looks pretty cool, I'm gonna add that to my bucket list.
@saoi-games I remember seeing you stream, but thinking you do just VR games, so I didn't even submit. Seeing your comment is a nice surprise and I looked up the VOD and greatly enjoyed watching you play.
I actually considered adding a variant based on your initial understanding of the rules/gameplay, but then decided against it as the goal is to keep the rallies as long as possible (and then as hectic and bullethelly as possible) and scoring the points would go against that. Of course, you can still play as a goalie and when I playtest with others I tend to do just that and do so fairly aggressively, but I think that's just upto players and adds a bit of depth/'strats', at least I hope so.
I shouldn't have overlooked that browser shortcuts problems (as mentioned above). I (somewhat) fixed that in the web version by rebinding it to Enter (Return). I consider the dashing to be fairly important for the game, so if you ever feel like giving it another shot, you should now be able to do so with the same setup. On the other hand, it's nice to see you had fun even without using the dash.
I'm (slowly) working on a full version with more levels and I do intend to add support for more players (maybe even 6 if I add bigger maps) both as deathmatch and teamdeathmatch. I'm also toying with the idea of semi-randomised level layouts as you mentioned in the stream - that's a swell idea! If that sound like something you'd be into, then I wouldn't be opposed to a [follow](https://twitter.com/SecretPocketCat) (I don't really tweet that much). Anyway, thank you for playing and your critique.
@Yngvarr Awesome! There's something beautifully evil in pushing others into their demise, isn't there? :smiling_imp:
check out my game if you get a chance
Would you rate my game? https://ldjam.com/events/ludum-dare/41/the-game-that-bad-that-it-is-actually-good
Thx a lot! :)
@rockhoppergames Videoball is on my (superlong) list of games to try out.
As for the artstyle, it was more of a skillbased decision as no experience in making art is my actual bottleneck in that department.
I feel like I have to expand on that. Came here because you posted in my gamepad thread, so that alone helped make the game feel great, but it probably feels really good with a keyboard too (for some reason I didn't think of trying that until writing this) because everything just feels so perfectly fine-tuned. I feel like I have absolutely full control over every minute motion and no matter whether I approach the ball dead on or by spinning my little cube it always seems to go exactly where I expect it to. Whenever something goes wrong and I die I 100% feel like it was my own fault and that I can identify exactly what I did wrong. I'm blabbering on here, but I'm genuinely amazed!
Audio and graphics work great as well, tho I know you opted out of the former category. Still, my compliments to the author of the tune! Good choice. Really liked the scrolling backgrounds.
Would've played some more if I didn't have so little time left to keep playing a couple of more LD games before the rating period is over! <3
P.S. You seem to have written "player 1" over both controller schemes on the help screen, where I suspect the rightmost one was meant to be "player 2". :p Doesn't really matter, but thought you'd like to know if you hadn't noticed already!
@honest-dan I had a blast watching you stream. Cheers, mate.
@Shelvid Thank you :blush:
Strangely enough, both my gamepads work alright in the webbuild. Overall performance however is more of an issue, especially collisions in my case...