Floaty Ball is a local multiplayer ( 4 controllers 1 couch ) being developed by GoodManLads , best company ever.
It's currently on Steam Greenlight while we work on new games as part of a Level 9 in Games Development.
Find us at http://steamcommunity.com/sharedfiles/filedetails/?id=502932925
If you have a steam account please give us a thumbs up so we get the OK to release our indie games on Steam.
We have no marketing time or budget so every single vote counts PLoX+THxU
It's currently on Steam Greenlight while we work on new games as part of a Level 9 in Games Development.
Find us at http://steamcommunity.com/sharedfiles/filedetails/?id=502932925
If you have a steam account please give us a thumbs up so we get the OK to release our indie games on Steam.
We have no marketing time or budget so every single vote counts PLoX+THxU
We're about 30% thumbed on Steam Greenlight but don't want to be spammy on our social media so if you know a way of boosting traffic to our site any help is hugely appreciated !
Vote at http://steamcommunity.com/sharedfiles/filedetails/?id=502932925 with your Steam Account.
Just for fun I'm posting some shots , version and videos of earlier builds.
Below, in early development,long ago before Danny became the coder , a one player prototype proved the mechanic was enjoyable and tricky, especially when the screen rotated on the z-axis(up) when your score was a multiple of ten.
A penalty of -2 for being hit, and +1 for a score put a very high price on life - play became cautious, progress stealthy.
Coded from first principles in C#, by myself the game was imagined as a solo challenge with ramping difficulty via visual hindrances.
- fog , strange camera angles etc. The entire level rotates (z) causing reversed controls and continues to rotate until a point is scored. This forces the player to score repeatedly at the right time , to avoid visual obscurity and reversed controls. This paired beautifully with the -2 death penalty causing huge tension for the player when their score is anywhere close to modulo10. - not feeling safe from score = 9 to score = 13
Features: Auto-away , AI takes over if no input for 5 seconds so we could say 0-1players.
The game loop was rubbish, to be honest - no menu , no pause , no ceiling on score , but the gameplay, amazing. The latency in this video is during original recording but the stroboscopic fps , punching out 1/time.deltaTime, should reassure you of free resources. You can play the link above in browser with arrow keys and spacebar but maybe only in Firefox.
Ridiculous research and testing leads to greater things. I don't think anyone ever said that but nearly every mad idea we had to be tested for wowz. We added multiplayer functionality, dropped the level-spin outside 1player mode , added some googly eyes and released an alpha . Lots of bugs and twigs in my rookie coding were fixed by our new lead programmer and that pink box frame had to go.
So long ago , they had no emotions , only propellers on their heads.