Ballsweeper Early Release (Link In The Description)

https://youtu.be/vVswGkAjmAM

A Minesweeper Based Game Currently In Open Alpha. This Build Is To Test Features, Find Bugs, and Get Creative Feedback.

Control A Ball With Your Phones Gyroscope To Dodge Mines And Missiles Along The Way. Player Will Be Challenged With All Sorts Of Cubes And Traps In Order To Beat The Game. With The Objective To Find All The Mines And Activate All The Safe Cubes.

Features:
12 Levels (For Testing)
Sandbox Mode
Current Local Scores
4 Different Types of Movement Inputs
–Phone Sensors
–Sensors & Virtual
–Screen Swiping
–Virtual Joysticks
Random Color Themes

Our Current Plans:
More Special Cubes
Player Buffs and De-Buffs
Save Game
Tons More Levels
Online Scores
Difficulty Balancing

Warnings:
Your Phone May Not Be Able To Support Sensor Movement Input.

How To Play:

Google PlayStore Download:

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Backstory & Development:
Rewind Time was a feature we kind of doubted for the android platform due to performance limitations. But we decided upon it being worth a shot. We found that the player simply respawning on the last safe cube they were on before they died was too generic for a game that dealt with time. ( With There Being Slow and Fast Motion Cubes).

This was achieved by when the moment the player dies a custom destructible mesh (Made In Blender) would be spawned in and physically simulated. Right after the destructible was spawned a timer would log transforms for each part of the destructible mesh a few times every second. After so long this would stop and the game would pause prompting the player to either respawn or restart. Respawning will run through everything that was recorded through a transform lerp. Putting the player back together. And when finished the destructible will destroy and the player will spawn instantly. Then lerp the player back to the center of the previous safe cube.
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The Flip Cube is another cube in the next update (0.9a) we are going to add that will flip from time to time.

One gotcha with this cube was that we were using a collision that extended into the padding outside of the cubes, so the ball wouldn’t hop around when you move across cubes.
The problem is that we don’t want the empty space to be collidable.
So we created a collision that fits the mesh snuggly, then switch between them when the cube flips and goes back to normal.

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