
Game design setup:
- Arcade-like jump&run setup, a puzzle platformer in 3D. Levels with multiple possible connections (jump down or up by trampolines, ramps etc. Transverse pipes. Elevators. (Flying, diving). The game provides atmospheric moments of exploration like sightseeing architecture inspired by various decennials of cultural history. Furthermore there are minigames with the task to solve puzzles to complete the levels. At an advanced stage it is even considered that players (who reached a certain level) can construct new assets/objects.
- Viewpoint: 3rd person
- Player: you are a sphere. Initially you can only roll on the floor. With certain goodies to pickup you earn new skills like the ability to jump, to engage turbo boost and to influence devices from a distance, to traverse walls etc. Protections, like spikes, shields or invisibility are considered in advanced levels.
- Objects:
- pickups providing various capabilities, like energy, healing, skills, weapons.
- enemies
- robots – with a preprogrammed behaviour
- creatures – which are competitors for the pickups, more intelligent, react to the player, follow. These enemies lifeforms compete for the pickups, which they are using as food.
- Platforms to deploy: mobile devices (acceleration sensor used as controller), PC (steam), browser (itch.io)
Storyline draft:
The planet Spheroica is attacked by a terraforming ray of an alien spacecraft, while 2 friends come together to meet and talk. One of them is observing that organic things turn into stone by the ray. He tries to save his friend, who already turned into a sphere, by flushing him down the drain, as water seems to shield the effect. The sphere enters a strange biologically evolving world of technical structures like in an abandoned chemical factory, with robots and creatures, some of them hostile. Pickups allow achieving new skills. The player has to complete a quest for finding the exit from this seemingly artificial world. Can the friend be saved in the end?
Status of the project:
The project is in an early demo state. The code is level-based now with additive scene loading. Most of the objects are generated at runtime in code.
At the moment I work on writing the full story as well as the game design / new assets and levels.
Check out the demo of RollaBall on itch.io!
Here are a few snapshots of the game:







Here come 2 gameplay recordings: 1st level (maze) and 2nd level (arcade hall)
