Ball of Chaos by OmegaFalcon
You control a ball. But this ball is a bit unstable. It's jump strength, movement speed, and gravity are all over the damn place!
Edit: bug fixes, qol changes, and level adjustments made after jam
| Link | https://omegafalcon.itch.io/ball-of-chaos |
| Original URL | https://ldjam.com/events/ludum-dare/49/ball-of-chaos |
Ratings
| Overall | 219th | 3.94⭐ | 27🧑⚖️ |
| Fun | 314th | 3.8⭐ | 27🧑⚖️ |
| Innovation | 169th | 3.9⭐ | 27🧑⚖️ |
| Theme | 412th | 3.88⭐ | 27🧑⚖️ |
| Graphics | 651th | 3.72⭐ | 27🧑⚖️ |
| Audio | 310th | 3.729⭐ | 26🧑⚖️ |
| Mood | 580th | 3.563⭐ | 26🧑⚖️ |
| Given | 17🗳️ | 26🗨️ |
I will say though that when you introduce two or more elements changing at different rates it becomes prohibitively difficult. Like instead of just playing the game I was just having to memorize when to press the jump button. I spent like 5 minutes on that level with the spike corridor on the top left and once I got to the next one with three changing elements I just gave up.
As this is kind of a rage game I think it would be cool to see a death counter or level counter or something.
It's amazing how many levels you managed to make and the main mechanic is surprisingly manageable.
Good Job!
I struggled a bit with getting frustrated, so I really appreciated the VERY fast restart time. If I could tweak one thing about this game, it would be to adjust your check for whether I am grounded or not. I kept getting cheated out of the ability to jump in this situation:

Here I am standing, but I cannot jump (tested several times by hammering the jump button). I can't see the code but my guess is that you use a raycast down from the center of the player to check whether to allow the jump, but you could fix this by checking multiple rays at the edges of the player. You could also consider some coyote time, as I suspect a more generous control would add to the experience by making all failures feel like my own fault instead of control malfunctions.
I don't mean to sound overly negative because I really liked this one, I just thought it could be even stronger if you smoothed a few frustrations off.
Very nice well-rounded entry!
There is coyote time but you are right that I used a single raycast which is the problem. That kinda also diminishes the coyote timer since it starts as soon as your center is off the ground.
I noticed it when someone said there jump wasn't registered on stream and I actually made a fix for it already (used boxcast instead of raycast).
The thing is idk if updating the game would be against the rules. In my fix, I also made tiny fixes to 2 levels, so not sure if that's considered too big of an update.
What do you think, think I should be fine publishing the changes?
That said, here's how I'd think about it if it was my game: The bug-fix rule is for discovering "oh no the game can't be played" right after launch, and not for tweaking controls to smooth out the experience. So I wouldn't ship that fix under the bug-fix rule. But I might push a "post-jam" version, make the differences clear, and leave up both versions.
Just my two cents, though!
Props for already finding and fixing it though. Boxcast sounds like a good solution... I may use that instead of double-ray next time!
The visuals were clean, yet stylish, and the audio was good too. However, I did have a minor issue with audio where the sound of the anti-player entering was loud even if the volume was turned down.
I would suggest updating this page to add at least one picture of the game and perhaps some extra info, just to attract more people to play it.
You did well too, the level with 3 bars is the last one! Also, thanks for bringing up the sfx volume on the shadow ball, I see I forgot to connect it to the volume control
It can be a little frustrating at times but it's okay.
Keep the good work up!