WASH UR BALLZ by SteamPunkProgrammer
Controls:
WSDA for movement Mouse for Camera Spacebar for Jump
GOAL:
Keep the field under 95% painted for as long as you can
-> Jumping and landing without immediately rejumping will have an increased area of painted be cleaned -> Jumping directly ontop of an enemy roller and then landing will SUPER boost your cleaned area when you land. The more times you land or hope on an enemy before you touch ground will increase this. Will max out when it will whipe the whole arena and auto trigger.
-> Yellow ( active cleaning mode ) -> Blue ( you are stunned ) -> White ( you are immune to stun )
Active field painted % is in upper right
Time passed upper left
Suggested strategies, move around constantly and weave through areas to keep a constant removal, use jump to scan and find areas with less enemy rollers to land and clean. Don't try too hard to jump off of enemies head, if you fail you will stun yourself.
Use the arena rebound wall to help boost you around.
RETROSPECTIVE:
I know this will not be the "prettiest game" nor will it be the most "put together game" but the goal that I wanted to make here was a game that makes you focus in goes from mild intensity to high intensity very quickly. I wanted every jump, movement, and execution of weaving through the enemy rollers to feel amazing. I wanted you to feel like a fighter pilot in STARWARS weaving through the death star haha. I think I got close to this, I hope you enjoy it, and I want to hear some of the high score. So far, mine is 560 seconds.
Thank you so much for playing my game.
| Windows | https://drive.google.com/file/d/1T_iWMSh9nViQlLwsyuXBjAKQi_Fv-KwL/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/42/wash-ur-ballz |
Ratings
| Overall | 1012th | 2.98⭐ | 51🧑⚖️ |
| Fun | 870th | 2.939⭐ | 51🧑⚖️ |
| Innovation | 887th | 2.885⭐ | 50🧑⚖️ |
| Theme | 728th | 3.337⭐ | 51🧑⚖️ |
| Humor | 761th | 2.244⭐ | 41🧑⚖️ |
| Mood | 1045th | 2.419⭐ | 45🧑⚖️ |
| Given | 44🗳️ | 43🗨️ |
Fun game actually, surprised how long I spent rolling about trying to clear all the red.
I have not been able to get over my last one, I keep attempting to do a mega clear and stunning myself out on an enemy on accedent.
@marcel Egle also geeez 597 seconds, you are PRO sauce!!!
- I actually played the game without knowing what my goal, I found the tutorial text very confusing at the start.
- I would like to be able to move my camera when I'm stunned, sometimes I didn't see where am I going.
Feels like the game is begging for some kind of squishing animation on the player ball and some (gross) lurching sounds.
Did the colors indicate anything?
I wish it had some songs tho.
But i had a bug where the percentage of the game suddenly drop down to 0% several times.
So i beat your score haha ;)

PS: thank you again for the test on your twitch channel !
Looks like what i need to do ius not allow you to stack up the power clear while stunned. But noot remove any power clear modification that was built up before stunned.
-> Simple mechanic, no need for tutorial
-> Control does not change direction as the ball roll, always up arrow = going forward
-> Trail of the ball, to make it look satisfying
-> Don't die when reaching the edge of the arena
-> Cool take on the theme: running out of clean space
Questionable things:
-> Too much momentum imo: this leads to unresponsive control, like if I were to go left and then when I change direction to the right, it takes one sec or so to change direction. Maybe it's just for my taste.
-> Camera work can improve a lot, especially when the ball is going through a crowded area. When the camera is pulled close to the ball, you basically lost awareness of the surrounding area. Also zooming in and out gives me a bit motion sickness

-> The shadow of the big balls have the same color as the clean floor, giving false observation that the shadow is clean.

Overall, a pretty fun game. It also scores humour for me as the game is making fun of my small ball.
The camera lock was really frustrating, not sure if it was a bug or a penalty, but it ruined some of the momentum of the game.
Would be cool to see some sort of power up or special abilities included.
Overall good effort.
Try our game too, maybe you'll like it)
Additionally, for the sake of us other jammers, please use a free host (like itch.io) that supports faster downloads than Drive. It took a solid ~5 minutes to download your entry due to the size and slow speed. This could also be helped by shipping a smaller size zip, which could be immediately improved by not building in Unreal's "debug" mode.
@nam-nguyen Good strong feedback, and a good supporting arguments.
-> Momentum, if I had more time my next step was to slightly change the shape of the ball and have it lean slightly as you change force to give it that more ( speeder bike feel ) to it and to better imply the movement and direction of force. I think the biggest flaw there is not enough intuitive feedback on understanding how force effects your movement. [ this could have also been further inforced through some camera work, but I can see where you are coming from, in this case I was intentionally aiming for that kind of feel, but can understand the frusteration when there is no real way to know that's what's happening]
-> Camera, yea the core camera is REALLY good and it's not using a standard camera, my partner got that all working and I think he did a really good job at it. That being said, due to his sickness that happened he really didnd't get a chance for us to clean up the camera and look for ways to avoid that. I couldn't touch it, haha I dare not touch such dark magic!!! BUT, I see where you are coming from. In this case, especially with the camera already pretty close, the next adjustment would have been to remove balls from colliding with the camera and having the camera go through them, but we would need to figure out a way to imply that you are inside or when you do start weaving through them, you could run into a ball unintentionally.
-> Shadow, HAHAH Wow that's a GREAT catch. I never even thought about it or looked. Yea, def should have changed the ground to not be the same color as a shadow and better outline the paint. MY BAD <smacks for head>
Thank you for playing, and I agree with you. I wanted to add more, but as you saw at the top the situation that lead to that. I would say, if we had reached the point that it is now, earlier, we would have been able to work on creating a more compelling and expansive experience. As you know from my stream though, I am a strong believer that the 90% of what you do, without goals, objectives, or any other mechanics in play, needs to be solid and feel enjoyable to perform. Creates the solid foundation for everything else to grow and expand.
-It was very difficult to determine where I would land. I think this is a bit of a camera problem; perhaps you could tilt it down slightly in proportion to my current jump height.
-Speaking of jumping, I felt like I had very little control over it in general. I would love to be able to stop ascending by releasing jump.
-I wasn't sure what the goal was. I could infer that I needed to prevent the stadium from being painted red, but am I supposed to jump on the balls as well? It leaves a little marker of some sort when I do, so it felt like something I should be doing. Because I didn't bounce on them, however, I was penalized for trying.
-Encountering the edge of the map sends me catapulting back toward the center, regardless of my speed upon hitting it. Then I would inevitably hit a ball, which was frustrating. I think it would work better to have the wall recoil be proportional to your current speed, and perhaps reflect your angle of motion as well.
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