I’m currently developing Roll Playing Game, which plays like a mix of Trials Fusion and Marble Madness, with focus on rhythm and puns. Here is the latest trailer for you to marble at:
On his quest for Ballhalla, you lead your brave ball through beautiful but dangerous worlds in sync with the music. To prove himself worthy, he has to overcome rhythmic hazards and solve tricky puzzles - only with your help, of course! Level editor, highscore lists, secret areas, bonus levels and ball customization unlocks will ensure a high replay value.
I’m looking into publishing it for OSX eventually. I don’t have OSX and would therefore need somebody else to build and test it for me, which complicates things a bit. Don’t think that’s a big problem, but I don’t want to promise too much yet and want to focus on Windows and Linux first.
I’ve written a blog post about my level building workflow, from using Tiled as the 2D tilemap editor to importing the tilemap in UE4 and using instanced static meshes to construct the level:
It still contains the first chapter of the game, but I’ve updated the levels to be even more diverse than before. Levels 1-3 and 1-5 are completely new, for example. 1-5 gets quite crazy already and shows what many of the later levels will play like.
A new level hub was added, where the player sees unlocked levels, highscores and the resources needed to unlock new levels. The score system was updated: White orbs are gone, the player can now earn 1-4 points depending on the % of collected yellow orbs and another 1-4 points depending on the number of respawns/deaths needed to complete the level.
For those who found the controls to be too slow and unresponsive, the ball physics were slightly adjusted and additionally, a boost button was added. Boosting has to be used carefully though, as the ball will explode after taking even the tiniest amount of damage while boosting.
Also, I’ve updated both visuals and music/SFX, though especially the latter is still far from finished.