Super Marble Kick 2000 DX

Raytraced Prototype

NOTE: Work in progress. Currently, as submitted, but there's so many thing missing that I might take the offer to work on it a fe days more.

Click on a(n other) marble to (re)focus.

Strafe around with A/D or left/right arrows.

Click and hold to charge, release to kick.

Get them all to the purple goal-blocks.

Not implemented (yet? … not exhaustive):

  • Lose condition.

    • Slow motion / Forced speed up mechanism.

    • … tons of other stuff.

Comments (8)

 • 3 years ago • 

A ray-tracer, and also a game concept that fits the theme - very impressive! I'd wish for a bit more overview ingame, and an easier way to switch between the marbles, but other than that it's very cool.

By the way, I had a small bug where I finished the second tutorial and returned to it by accident. From there I couldn't do anything anymore.

 • 3 years ago • 

I don't know if I've ever played a realtime raytracer before, amazing stuff! I frequently got stuck where I'd get a marble to a goal and then be unable to select another because I couldn't get a camera angle that would let me click it. Maybe that's the challenge of the game? Cute music too, a nice touch

 • 3 years ago • 

Amazing! I also have never played a realtime raytracer before, and what's more the idea is great - what a cool way to use the engine. Selecting another marble can indeed be difficult at times, but (I'm guessing) that won't be hard to fix. It's surprisingly immersive, and the music is very cool B-)

  • 3 years ago • 

Thanks, so much for playing, all! I was worried that people would hardly be able to tell the ray-tracing on the one hand, and about too much of the to-be-implemented features missing on the other. Glad to see those worries unfounded :-D

Music was a placeholder I made last x-mas, surprised it worked so well for this game!

@ratrogue Thanks! Ah, of course … if you never change level, it doesn't reset… d'oh! As a workaround: shift-x resets the game back to the menu.

@voxel Thanks! Haha, no, fighting against the controls wan't the intended challenge.

@toasty Thanks! Picking the right camera angle does wonders for immersiveness!

 • 3 years ago • 

Great work with the raytracer, I wouldn't expect it possible to get a software renderer with real-time reflections & lighting in the browser like this.

I was curious to try the "extra fidelity" & the "resolution" settings but pressing the numbers didn't do anything for me (recent Firefox + Chrome on Windows).

As a tech demo it's really impressive, as a game it's more rough and hard to pick up but it's ok, it still does its job to let us appreciate the work on the visuals with a little interactive thing. I did manage to complete all 4 levels once I got the hang of it! Oh and in the night levels all cubes and marbles were slowly sliding away from the level, it was very strange :D Turns out they don't fall off when getting away from the grid so it's still playable

  • 3 years ago • 

@Wan Thanks for the kind words!

It's not really in software. I use WebGL; just render a rectangle and put the rest of the algorithm in the fragment shader to get the rays :-)

I can imagine the game is very rough in comparison to the tech: When the tech was ready I had about one and a half days left, plus some other obligations left me quite tired!

I wanted the levels to use the arrow keys, so I put the render options on the number keys … but I think I used the wrong enums for that.

Gravity was (supposed to be) part of the core gameplay loop, but I didn't get to the slow-motion to make it manageable, or the loose-state to make it make sense … so I just put it on very low for the non-tutorial levels and called it a day. You can even see that I forgot to disable the gravity while in menu when you have those levels selected :'-)

 • 3 years ago • 

The renderer looks so cool. I tried this game twice and both times I couldn't continue because of some weird bug.
I hope you make something cool with this renderer. It has a lot of soul :D
I don't have a numpad, maybe that's what was required for the settings? I really wanted to see how it looks and how well it runs with different settings.

  • 3 years ago • 

@M2tias Thanks so much! I like building something unique, so saying it has soul is def. something I was going for :-)

I'll may revist this engine for a larger project (which was the original intention) but it doesn't seem to mesh well with jamming, so far. It needs a lot of poking and prodding to get it to do what I want and I don't have that kind of time during a game-jam (not even during a month-long one).

For the resolution/bounce; it's a bug, the keys just listen to the wrong code, since I switched that part up last minute.

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