Air Ball by joh
Air Ball
Direct a team of people trying to keep the ball in the air! You know when you pass by such a scene, you can't help to want to join in! Well, make sure to recruit everyone passing by for the largest group possible.
People fit different classes with their own abilities, organised the placement and angle of hit for all the members to reach the highest hit count!!!

Help
The % is the additional speed added to base speed on hit.
Base speed is gradually always increasing.
M to mute
8* for screenshot (Windows only)
| Youtube | https://johgames.itch.io/air-ball |
| Youtube | https://johgames.itch.io/air-ball |
| Original URL | https://ldjam.com/events/ludum-dare/46/air-ball |
Ratings
| Overall | 396th | 3.867⭐ | 32🧑⚖️ |
| Fun | 233th | 3.897⭐ | 31🧑⚖️ |
| Innovation | 30th | 4.317⭐ | 32🧑⚖️ |
| Theme | 332th | 4.1⭐ | 32🧑⚖️ |
| Graphics | 1544th | 3.383⭐ | 32🧑⚖️ |
| Humor | 495th | 3.518⭐ | 30🧑⚖️ |
| Mood | 539th | 3.768⭐ | 30🧑⚖️ |
| Given | 23🗳️ | 42🗨️ |

I'm not sure whether it just happened to me, but the zoom panel (at the bottom) overlayed the players which made life difficult! Otherwise, great job!
@plutonium-powered The mouse wheel is actually not meant to be used... just some dev power I accidentally left in :sob: . Game progressively gives a wider view as hits go up!
@aerosoap Thanks! It's funny because I once tried to make one outside jam but scrapped it because I couldn't get it to work. Jam comes in and I get a totally different gameplay direction idea and I think it worked nicely!
By the end of jam I even had a third concept idea of keep it up, but that will have to wait... if it ever happens!
@tad Thank you, must have been a bug, because that isn't meant to happen. Hope its a rare enough occurrence but I'll look into bug fixing. maybe you zoomed with mouse wheel? as I mentionned to plutonium-powered, that wasn't meant to be. Nonetheless it is my fault and I hope it wasn't too inconvenient!
Great entry, I love it!

I think recruited people should automatically turn to face the ball. I'd suggest left-click to change hit angle as someone said plus right-click to change position instead of the buttons below the person. I would definitely like to play it again with these controls!
@synystercola Thats an impressive score! Forced me to step up and make a new record!
And yes color bellow indicates range, but the color itself represent the unit's "class" described on second page of help. for exemple, yellow can jump and red reduces the % of the ball. But to reach such a high score, I hope you got that... otherwise your potential is even higher :smiley:
@magus77 Thanks, thought about it at the start, but dropped the idea but maybe I'll reconsider it.
@faiorb Strong score here too! and yes quick set up is something I wanted but had a hard time coming with a nice scheme. I though of dragging people, having screen seperated in move zone (near units) and aim zone (sky). but yes, this is an area worth revisiting.
@igor-kingamer Recruiting toward ball is a great idea. So far it is direction of movement to be "predictable" and because if you are fast enough (ie, before they cross the center) it tends to be a convenient direction. Left click/right click might make some sense, I think that was dismissed back when i wanted mobile potential.
I'll be sure to let you know when/if I update; thanks for the feedback!
@haoro Ok, this I am very curious about! How did that happen?! Thought I balanced things for that to be impossible! Even if you manage to create a setup where the % remains at 0 (which is possible) The base speed will keep on increasing assuring that sooner or later, you will break out of your loop angle (or it would go too fast to react)
Id consider such a setup an achievement in itself, but I'd like to know to... fix it nontheless.
@apos Very nice and I'm glad you did!
### New record for the competitve folks!

I couldn't get an impressive score but it was fun, overall a wonderful cheerful game with an interesting take on "Keep it alive"
HAHA YES ! Sorry, I try hard too much. :p
The game allows for learning and keep getting to higher scores quickly.
Well done!
Also nice to have some art appreciation! I'm no artist, just dev and I'm trying to pinpoint a proper... "developer art" style. It seems to be hit or miss, but I think its charming!
@kjscott Hey! Thanks! Really cool seeing people trying to find the right combination. Theres no right answer, but definitly some strategy. Red are good to have, the prevent the % to go high and the ball to go crazy fast. blue has great range but increases the % faster and yellow got the jump! Highly effective but risky and prone to hitting ball out. If anything, Yellow should definitely be the last line of defense at extremities. I'm seeing some of that in @nurk crazy record!
@nurk Ok , nurk... How did this happen? :thinking: I'm sorry about the camera bug, such a silly bug, but its very situational so I missed it. (Impact Zooms happen after 50%) but screensize perma zoom happen every 10 hit and save screen position. so when/if they overlap, it can lead to awkward zoom/camera position.
But back to you, Over 100?! thats pretty crazy, you dont even have a high red concentraction! curious how you went about it! Glad you saw the rain! that was my secret "pump up the difficulty once player clearly got this", but it couldn't stop you!

@proforce Thanks for the feedback! It's something I'll look into!
PS I thought I recognized your profile picture - I was following the development of Project Killer for a while. Sorry to hear it's on hiatus, I hope you can get back to it some time :smile:
@william-carlisle that was my aim, I had previously attempted a direct control version of this and couldn't make it work. (though I'm sure its possible and would be fun) I thought here the management side would be fun. You don't directly do anything, and yet it feels like you are in control and when "they" mess up, in a way; you did.
It's very satisfying and its something i'd like to explore more. hard to pull off though (and perhaps not as appreciated) so it's nice to hear positive feelings about it!
@adamv Thank you, the Zoom was a must! I wanted to add a lot of the "magic tricks" to give life to a little game. Zoom, particles (though not enough!) & screenshake (it didn't work, but I'm happy it didn't break anything). theres also Zoom and Hitstun on big hits (150%+). I wanted to have camera angle activity too! ah, I'm remembering all the little things I didn't get to add!
Recruiting them away from the ball is part of the strategy, but I think it got a lot of people. **Picking WHO and WHEN (WHERE) to recruit is something that probably caused challenges for many**. However it's not something I can formally teach, because its not an absolute truth, just one of many strategy! (you could also just recruit & move ridiculously fast)
And yes, I'm behind project killer. Very cool being recognized on a totally unrelated platform! It's unfortunate that its on hiatus, but it was a seriously ambitious project I may have started before my time! I've been prototyping a lot since, trying to find a great, more reasonable project that is just as fun if not more! It's a bit hard though and I'm trying to have ready to show (and playable!!) before unveiling anything to avoid another dissapointing situation. Still love that project, and mystery games are a concept I'd like to explore further!
With that being said, thanks for bringing this up, means a lot and is very encouraging! Even if I don't post much anymore be sure to keep on following, for I'll be sure to post whenever I'm ready to unveil something new!
@rojola Thanks! don't let the difficulty intimidate you! :sweat_smile: as many have pointed out its a bit hard at the start. I've mentioned some tips in the above comment (see bold), but a good starting trick is to recruit people while they are far from the ball and then move them. Also make sure you cover most of the ground with your units range. avoid yellow units until comfortable, their jumps can be a bit less predictable. Hope this helps!