Ball-dash Arcade by Craig a
Genres: Sports/ Platformer
Play against others across multiple platformer maps to score a touchdown on your opponent.
Use a gamepad to play. Press A and wait for an opponent. 2 players on different applications needed to play Left toggle to move. Right trigger to dash. Start to pause. Use Dash to hit the ball off opponents.
https://youtu.be/Axa5Z4Fzuwg

If you can't find a game. Tweet me @sprayz_cc and #BallDashArcade. We will get a player on if possible
| Windows | https://craigaubrey.itch.io/ball-dash-arcade |
| Windows | |
| Original URL | https://ldjam.com/events/ludum-dare/41/ball-dash-arcade |
Ratings
| Overall | 1045th | 2.925⭐ | 22🧑⚖️ |
| Fun | 944th | 2.868⭐ | 21🧑⚖️ |
| Innovation | 1096th | 2.583⭐ | 20🧑⚖️ |
| Theme | 1114th | 2.611⭐ | 20🧑⚖️ |
| Graphics | 987th | 2.632⭐ | 21🧑⚖️ |
| Audio | 750th | 2.094⭐ | 18🧑⚖️ |
| Humor | 917th | 2.206⭐ | 19🧑⚖️ |
| Mood | 1044th | 2.588⭐ | 19🧑⚖️ |
| Given | 25🗳️ | 10🗨️ |
Updates will be on https://craigaubrey.itch.io/ball-dash-arcade
So, my advice is "be clear with the player", if both players stay on the bottom level of the stage for too long you should make appear some visual aid about where they should go (up, for the ball in this case (I ended smashing buttons at the bottom of the level thinking the slime will throw the ball and score a touchdown or something)) and once they got the ball it seems like a good idea to tell them where they should go with it (near the torch thing?), but avoid babysitting the player, once the core mechanics of your game are explained those visual aids can go away.
One could say "Well, I had this YouTube video where it shows the core mechanics so the players could grasp what it was about and how it had to be play" and I would say "fair enough", but we should avoid this line of thinking because one ends assuming all people will follow certain steps to gain the knowledge about how the game works, such assumption will backfire most of the time and is a risk not worth taking, thus, some explanation about the core mechanics of the game should exists somewhere and should be shared with the player in such a way he cannot omit by accident seeing them, for your particular case, this could go right when the game is matching the player with another player.
And also, please be sure to check out my game Dance Dance Road Rage Revolutions https://ldjam.com/events/ludum-dare/41/dance-dance-road-rage-revolutions
so some feedback, the player movement feels very sterile to me. adding some bouncy jump animation to the player might help a lot but maybe have the player accellerate up to max speed over a few frames as opposed to snapping to it instant.
visually if everything was a bit more unified that would be cool, ike having the particle effect vbe more pixellated perhaps?
has a lot of potential as a couch co-op game keep it up!
Any workarounds except going to the next store?
@Adtberp This is something we're looking into for future implementation. We're now aware that demanding gamepads is a little restricting.
@MaxKlimenok Hi Max, unfortuately the game requires a gamepad at this point, but we'll be adding keyboard controls in an update soon.
@Darby Costello Neither of us come from art backgrounds, so this is definitely an area we will look at. Thanks for the feedback and thanks for playing!