Diaball by Antti Haavikko

In the end, it was a mortal heart that ruined two worlds from salvation, and unleashed the Prime Evil forever. A new day breaks for both Demons and Balls. For Ballkind's greatest champion, the Diaball, rose to confront the purity that we, in our pride, would not face.
Play with mouse, everything should be "explained" in game... but since people seem to be missing it, pay attention on third level, there is an apparently missable nugget of information there that makes the game a whole lotta easier.
🎮🕹️ Download or play online on itch.io 🕹️🎮

🛠️ Tools used
- Unity 2018 (with Post Processing and Anima2D)
- Adobe Illustrator & Photoshop
- Bfxr
- Garage Band
- SunVox
:bug: Known bugs
- One of the hearts one the 12th level isn't required
- Holding down the mouse button before a diaball spawns will trigger the slowdown but not show the lines or slow down the music
- Sometimes music slowdown remains even after releasing the mouse button (will fix itself on the next click)
🎞️ Gameplay video
🎥 Dev timelapse
🖥️ Screenshots

| Source Code | https://github.com/anttihaavikko/ld43 |
| HTML5 (web) | https://anttihaavikko.itch.io/diaball |
| Windows | https://anttihaavikko.itch.io/diaball |
| macOS | https://anttihaavikko.itch.io/diaball |
| Linux | https://anttihaavikko.itch.io/diaball |
| Original URL | https://ldjam.com/events/ludum-dare/43/diaball |
Ratings
| Overall | 41th | 3.989⭐ | 49🧑⚖️ |
| Fun | 76th | 3.734⭐ | 49🧑⚖️ |
| Innovation | 30th | 3.957⭐ | 49🧑⚖️ |
| Theme | 417th | 2.883⭐ | 49🧑⚖️ |
| Graphics | 12th | 4.436⭐ | 49🧑⚖️ |
| Audio | 13th | 4.074⭐ | 49🧑⚖️ |
| Humor | 189th | 2.964⭐ | 44🧑⚖️ |
| Mood | 32th | 4.011⭐ | 48🧑⚖️ |
| Given | 16🗳️ | 28🗨️ |
@dusho I like to usually be not too hand-holdy and to leave the mechanics for the player to figure out themselves with only showing the required information.
Aesthetics and graphics with postprocessing effects are fantastic.. I do not nothing much to say, I'm impressed how such a simple can be appealing. Could work well on mobile too. Great job.
Edit: oh, I didn't know about slowing down, that's useful for casuals like me!
I can't believe I forgot to mention this in my earlier post, but your level design and progression are really well done. I got a high level of satisfaction on some of the later levels. Particularly once the 4-directional pieces started getting involved.
Difficulty is always hard to judge when you are the one making it, but I feel like the balance was really well done. Especially once I figured out how to slow down time.
The slowdown feature didn't quite come across in my first few goes. Once I discovered it, it felt right. Level designs present a good difficulty curve.
I encountered no game breaking bugs.
All in all, a beautiful game. Great job on this one!
Somehow needs to make the button holding more clear. Maybe require the hold before releasing? After learning about the time slow, I never used the click again.
Should also say the level number in the HUD and maybe have a level select (so I can leave and come back) but those are minor quibbles.
Here's my play: https://www.twitch.tv/videos/344727890?t=02h09m22s
About the gameplay, I read the tip about holding down the button before going in. Big help! I first thought the goal was to puncture the hearts using as few balls as possible. Nope! A moment of confusion but after that smooth sailing. Maybe some of the harder levels are in the middle? Or maybe that was just me getting better towards the end... ^_^
Great pacing. Visuals and effects are perfect. Laid back tune that doesn't annoy. Good job and thank you!
Also I encountered a few bugs! One I can repro 100%: if you hold click before the ball appears, then the slowdown works but you don't see the helping white lines. Another one I can't repro: sometimes after leaving slowdowns (possibly on failure) the music would stay slow, maybe you update actual slowdown and music slowdown in separate places and it desync'd?
Anyway overall really good especially for a compo! Congratulations! :)
@lucien-catonnet Thanks a lot for the detailed feedback! I do get your point of disliking mixing puzzle and skill. I do like them both so obviously I enjoy the mix of them too. But everyone can't like the same things. And the required skill isn't really that high either, there is only a couple of places where real precision is required. But I do understand the frustration of knowing exactly what to do and not just being able to execute, been in the same boat so many times. There also shouldn't be any artificial delay added to the release. The spinning stops instantly on the same frame when the button is released.
Good find on those bugs! The pre-hold one I've even encountered myself post-jam and seen the music slowdown on some video. Happily though both of them have very low impact on the gameplay and immediately fix themselves right afterwards. But still noting them down if I decide to do some kind of enhanced version after the rating period is done.
It might have already been asked, I didn't read all previous messages : I wish there was a way to access to any level directly through the main menu : if you want to take a break you can't go back to the level you were without completing the previous ones again. But don't worry it doesn't spoil the fun !
Otherwise, I found the game not really into the theme.
Anyway, this game is the best I played so far in this LD. Congratulations !
But yeah, will definitely add that if I decide to do a post-jam version... thanks for playing!
:thumbsup: The graphics in this were awesome, and the sound too. I like the style, effects, and animations (especially the level to level transition). The puzzle tended to be thought provoking, and I like that they taught me with out telling me anything directly.
:point_right: I felt the pacing was a bit off... slow in some parts too fast in others. I think it is more that the pacing was slow, but that is okay as long as I can solve the levels... but sometimes once I saw the solution it took me several loops before I could execute it. I felt the theme connection was pretty weak.
:star: Overall good job, and thank you for making this.
It's just incredible. The amount of polish, the amount of little design things, the level design... Just release this somewhere else already lol
Cheers!
@dk5000p I totally agree. I do regret not adding more of those "can you squeeze all these diaballs in this space" type of levels...
Unfortunately, I encountered a bug when I switched to a different window and new guys are not spawning for me (I got to 3 hearts with a double and a triple guy). I tried to repro it again, but I couldn't (WebGL build in Chrome).
In short - a great entry that could work really well as a mobile title.
The graphics are absolutely stunning, however. They are phenomenal. The post-processing, graphics, and art look super polished. The level transitions were also great. (Out of curiosity, did you have all the levels in one scene?) You should probably take it down a notch with the particle effects though, they were a little too much.
Excited to see what you cook up for Ludum Dare 44! I really enjoyed your game.
@mertios Yeah, I think it ended up being quite a lot harder than I expected. Actually, in the end of day one, when I probably had like half of the levels, I thought it would be too easy. The levels are indeed all in the same scene. All but the current one are disabled and when changing levels, I enable the next one and after the transition I set the previous back to disabled.
And I will never take it down even a notch with the particle effects! :sunglasses:
Great entry!