anteevy
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« on: March 24, 2015, 11:32:49 AM » |
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Updated this post with the latest information.
Hi! Road to Ballhalla (previously called "Roll Playing Game") is a music-driven puzzle platformer with balls. And bad puns. I'd say it plays like a rhythmic mix of Trials, Marble Madness and The Stanley Parable. Latest trailer: Prepare your balls for an epic journey to Ballhalla. Feel the rhythm to overcome deadly hazards and marble at awful puns in the roll playing game of the year. May the torque be with you! I'm the single developer on the game itself, Emmy-nominated composer Nicholas Singer is composing the music as well as creating the SFX. It's coming to Steam on August 5th, 2016, published by tinyBuild. For more information, head over the website: http://www.roadtoballhalla.com/Until next time!
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« Last Edit: August 05, 2016, 07:09:32 AM by anteevy »
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TheChaoticGood
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« Reply #1 on: March 25, 2015, 07:58:53 AM » |
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A RPG, ball rhythm game? My head just exploded.
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anteevy
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« Reply #2 on: March 26, 2015, 05:04:41 AM » |
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A RPG, ball rhythm game? My head just exploded.
Haha, well, technically it's more ball rhythm game than RPG, so you might just keep your head.
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Join Indies
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« Reply #4 on: April 02, 2015, 01:09:57 PM » |
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Very nice. The colorful, illuminated mazes keep the levels interesting and engaging and will help this game stand out.
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anteevy
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« Reply #6 on: April 14, 2015, 01:31:59 AM » |
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One of the bigger puzzles in the game, the TRUE GRID:
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karlozalb
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« Reply #7 on: April 14, 2015, 01:59:20 AM » |
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The headline of this post is intriguing enough to click on it directly, and after reading all this, I'm totally fascinated xD
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Highsight
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« Reply #8 on: April 14, 2015, 07:03:46 AM » |
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This looks super cool. Given that the levels are made in Tiled, have you considered having mod support for this game? Going one step further, have you considered procedurally generated levels based on songs selected by the game? I realize that last one's more of a pipe-dream, but it would be neat none the less.
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anteevy
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« Reply #9 on: April 14, 2015, 01:35:51 PM » |
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Thanks! I'm actually considering mod support. This would need quite a few adjustments to the importer because I add most gameplay objects only in the UE4 editor and not in Tiled. And stuff like rotating laser beams or floor texts are hard to add to the tilemap, but certainly not impossible (through Tiled's object layer). Also, there are a few script events that are not possible with Tiled. But for the most part it would be doable. Getting the actual game done is the priority obviously, so no promises here. But I agree that it would be cool. As for your second idea: Yes, I considered this, but in the end I wanted to have full control over the level design in this game. Nearly every level has its unique gameplay element(s) that often build on each other, which is a hard thing to do procedurally. I'd love to do something like this, but it would be quite a different game.
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lululuprimal
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« Reply #10 on: April 16, 2015, 06:27:19 PM » |
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I really like the name, it looks great, music goes really well, looking forward your progress!
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anteevy
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« Reply #12 on: April 29, 2015, 10:51:39 AM » |
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anteevy
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« Reply #13 on: May 03, 2015, 09:34:26 AM » |
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anteevy
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« Reply #14 on: May 09, 2015, 01:42:24 PM » |
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First screenshot from the level hub (WIP): Also I'm currently reworking level 1-3 for more diversion: (currently failing and exploding while playtesting)
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anteevy
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« Reply #18 on: July 24, 2015, 06:03:30 AM » |
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The game was greenlit 4 days later. Here's a new gif: ^ Tricking the evil ball that falls down on you every few beats into helping you pass the laser beam.
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anteevy
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« Reply #19 on: July 25, 2015, 09:45:54 AM » |
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^ This is from a level where you have to look for hints in the environment (floor texts, suspicious trap patterns etc.) to find hidden pathways, memorize their pattern and use them to get to the next section. One wrong "step" and you fall down.
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