This is great! You nailed the feel of the ball and the satisfying wobble of the rim etc. I really like the finger animations when you just hold the shoot button too. I would love to see a full one-button basketball game built on this, with passing etc. It seems tricky but I'm sure you could figure out a way to make it work haha
What an awesome lil game! I have a couple requests!! Could you put a music toggle for the android version? Also, once my ball turned from orange to purple and I got the idea that it would be nice to had some unlockable skins for the ball, maybe according to the streak you are on.
Thanks! I'm busy with other projects, but you might be able to bring up a virtual keyboard to toggle the settings on Android. I'm not an Android user myself, but I'd assume it's possible somehow.
Hey Otto!
Your game is a delight! All the details (animations, graphic, sound effects), the open ended minimalis, the game loop. It’s a great feeling overall:)
Playing on mobile for awhile (Pixel 7, Firefox) and I successfully backgrounded it and came back a few times (phone back button and Restore Game in itch). Then I left it backgrounded at the stats page for longer and when I came back the hand was gone and wouldn’t come back. Did I run out of time? Billboards are still cycling so it’s not totally hung.
Thanks for the report! The game logic relies on some timers (lazy programming), which I guess might get skipped if the game gets somehow paused. I'll try to find the time to make a proper android version of the game later :--)
Edit: In the next version, I'll add a script to pause the game's processes if it's not in focus, lets see if that helps.
Thanks for letting me know! The game breaks if FPS drops too much. I'll likely still make a proper Android version of this as well as a version that runs on low-end devices.
I meant the timing you need to have to release the shot to get a bucket without hitting the backboard is a little bit too early. As someone who watches and plays a lot of basketball, this does not feel right, as if the character was releasing the ball without proper follow through.
Oh, I see! I'm not sure what the arm would do when you'd want to throw it further than the rim, hitting the backboard first, if it was fully extended already. Perhaps I could have the shoulder move then, hmm. Thanks for the input!
I reaaally liked this.. Simplicity is actually so much fuckin fun. Im buying gdquest this week and you helped further my fire to learn the godot engine to the best of my ability.
I mean it when I say that this is the most fun I've had on itch in a while. Everything is perfect, the gameplay is smooth, and the music is very chill and relaxing. I love what you're doing, Otto. Keep up the amazing work!
That's lovely to hear, thank you! The music is an attribution-free track (with just filtering added) from Pixabay, by an artist called Saavane, but I too think it fits this just fine :--)
Yo Otto can you add some more range to the shots? like maybe add a button for adjusting the range with a scale of like 1-3 1 being free throw - to deep midrange 2 being deep midrange to 3 pt range and 3 being like deep 3's to halfcourt, this would require the ability to shoot further
This feels good, even without any larger purpose. I’d prefer if it didn’t have the buzzer sound though. Would much rather hear the swish as a nice reward for a perfect shot. Buzzer makes me feel like I did something wrong.
Thanks! That's a fair point, the buzzer and the quick zoom do feel a bit aggressive. To me, it also feels like it has character the way it currently is, but I'll try making some changes to see if I can make it nicer :--)
it performs well, it felt bad to have it be one button though, you have to release mid-animation to modulate your shot, and all the shots I saw it asks for are 90-100% power required, so you have to just edge the end of the animation. Would prefer a 'mouse aim to move hand, hold to shoot, animation plays after you get the strength' sorta vibe.
Thanks for the feedback! This totally could be remade into something more basic, too, and I'm not ruling out versions like that, either. But for now, the one-button mechanic will be the focus of the game. I'll likely still make subtle changes to the max power, so that 100% power shots will be suitable to fewer angles/shoot positions :--)
Cool! I'm actually trying to make a good, boring game, without adding any addictive game designs to it, but I guess a ball, some physics and a score counter is all it takes :--)
A very funny, compact game! It leans into what it does well, and it doesn’t feel like anything essential is missing.
At first, I suspected that the low resolution might make distances, physics, and collisions hard to read, but the minimalist style actually works well. The hoop vibration, sound effects, and other feedback are spot-on, transitions are quick, and everything feels fluid, making it easy to adjust the following throw.
Not having any HUD indicators actually makes throwing feel like a real thing. And as I suck at this game as much as I do in the real basketball, I guess there must be some realism involved.
I tested the browser version with relatively good hardware, so obviously no performance issues.
Thanks for the feedback! This is what I'm aiming for - something that feels kind of like shooting hoops in real life rather than something that feels like a basic videogame.
Nice and chill. It takes a bit to get used to how the shooting works, but nothing too bad. I don't remember how it happened, but a ball was stuck in the hoop and was bobbing up and down as other balls bumped into it. Eventually, with a make, it fell through. I took a video, but don't know how to attach it. Runs just fine on an iPhone 13 Mini.
Thanks! I've had this happen too, usually when on a device that is struggling with the 60fps physics. I'll count it as a feature for now :--) Are you still enjoying your canned coffees?
Had a long day at work and this was exactly what I needed at the end! Looks absolutely gorgeous with the palette, and the physics are so so satisfying - love seeing the hoop bounce and the net pull and stretch as the ball passes through
Running at a fairly steady 140fps on my slightly knackered old laptop in Firefox :)
This feels absolutely incredible! However, the lack of feedback on holding is awful since it immediately starts launching the ball before I've let go of the key. I can't tell visually how long I've held.
Rather than immediately start shooting, can the hand get lower and lower while I hold the button (so I have visual feedback on how much I'm holding) then launch when I let go? Like winding up a spring then releasing. I would LOVE that.
Thanks a lot for the feedback! A slingshot mechanic would work just as well (maybe even better) but it's also a very different feel to what I'm trying to achieve with this. My vision for this is for the button to represent the ball - push the button, push the ball. Improving on this mechanic is what I'm mostly after (I might be able to improve on the visuals to give better feedback, and add sound effects to match the applied power), but if I can't get players to get on board with this, I'll try the angry birds version next :--)
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sooo smooth! i love it! :)
bro I’ve been checking back probably every 3rd day to see if you updated the game yet 😭
Oh sorry, I have no updates in mind for this game at the moment, and am currently working on new games.
This is great! You nailed the feel of the ball and the satisfying wobble of the rim etc. I really like the finger animations when you just hold the shoot button too. I would love to see a full one-button basketball game built on this, with passing etc. It seems tricky but I'm sure you could figure out a way to make it work haha
Thanks! :--) If I only had it in me to work on one project for more than a few months...
What an awesome lil game! I have a couple requests!! Could you put a music toggle for the android version? Also, once my ball turned from orange to purple and I got the idea that it would be nice to had some unlockable skins for the ball, maybe according to the streak you are on.
Thanks! I'm busy with other projects, but you might be able to bring up a virtual keyboard to toggle the settings on Android. I'm not an Android user myself, but I'd assume it's possible somehow.
Hey Otto! Your game is a delight! All the details (animations, graphic, sound effects), the open ended minimalis, the game loop. It’s a great feeling overall:)
Thank you! It was also really fun to make :--)
Please bring back the get off my lawn game, honestly one of my fav games ever!
Here you go!
https://ottoojala.com/haivynurmikoltani/
Thank you!!
WoW!
Add an customizable skin tone form arm in game (Idea)
super cool game, i love it!!
Playing on mobile for awhile (Pixel 7, Firefox) and I successfully backgrounded it and came back a few times (phone back button and Restore Game in itch). Then I left it backgrounded at the stats page for longer and when I came back the hand was gone and wouldn’t come back. Did I run out of time? Billboards are still cycling so it’s not totally hung.
Thanks for the report! The game logic relies on some timers (lazy programming), which I guess might get skipped if the game gets somehow paused. I'll try to find the time to make a proper android version of the game later :--)
Edit: In the next version, I'll add a script to pause the game's processes if it's not in focus, lets see if that helps.
Edit: everything works great now!
This is probably not meant to be played on mobile, but the hand jitters around quite heavily. I assume that you're using an IK system and it's broken.
But that doesn't take away from ghe gameplay experience. It's fun. And I didn't feel any on the feedback issues people had. Gg
Thanks for letting me know! The game breaks if FPS drops too much. I'll likely still make a proper Android version of this as well as a version that runs on low-end devices.
Runs pretty well in a Pixel 7 in Firefox!
It’s tough (12 baskets so far), but the controls are very intuitive. Nice work!
I love it!
I think it nails the feeling of the jump shot very well for a one button game!
However, if I may offer a little bit of feedback: I feel the release point for shot is a little bit too early.
I think it would feel a bit better if it was set when the character has its arm perfectly straight.
Thanks! The arm should extend fully when throwing the ball with full force, as you keep the button pressed. Might be a bug, if this does not happen.
I meant the timing you need to have to release the shot to get a bucket without hitting the backboard is a little bit too early. As someone who watches and plays a lot of basketball, this does not feel right, as if the character was releasing the ball without proper follow through.
Oh, I see! I'm not sure what the arm would do when you'd want to throw it further than the rim, hitting the backboard first, if it was fully extended already. Perhaps I could have the shoulder move then, hmm. Thanks for the input!
v1.0.3 has the arm visuals tweaked a bit, to address this. There's still no proper follow through, but the arm should look fully extended sooner.
This is fire
Cool stuff, keep it coming!
I reaaally liked this.. Simplicity is actually so much fuckin fun. Im buying gdquest this week and you helped further my fire to learn the godot engine to the best of my ability.
Thanks! Godot's own Dodge the Creeps tutorial was enough to get me started, but I'm sure the paid courses are well made, too
I mean it when I say that this is the most fun I've had on itch in a while. Everything is perfect, the gameplay is smooth, and the music is very chill and relaxing. I love what you're doing, Otto. Keep up the amazing work!
That's lovely to hear, thank you! The music is an attribution-free track (with just filtering added) from Pixabay, by an artist called Saavane, but I too think it fits this just fine :--)
also maybe you could add different jumpshot animations you can click through to find the one you like, and at some point maybe add the second hand
Yo Otto can you add some more range to the shots? like maybe add a button for adjusting the range with a scale of like 1-3 1 being free throw - to deep midrange 2 being deep midrange to 3 pt range and 3 being like deep 3's to halfcourt, this would require the ability to shoot further
Thanks for the ideas!
fs good luck implementing it lo
This feels good, even without any larger purpose. I’d prefer if it didn’t have the buzzer sound though. Would much rather hear the swish as a nice reward for a perfect shot. Buzzer makes me feel like I did something wrong.
Thanks! That's a fair point, the buzzer and the quick zoom do feel a bit aggressive. To me, it also feels like it has character the way it currently is, but I'll try making some changes to see if I can make it nicer :--)
it performs well, it felt bad to have it be one button though, you have to release mid-animation to modulate your shot, and all the shots I saw it asks for are 90-100% power required, so you have to just edge the end of the animation. Would prefer a 'mouse aim to move hand, hold to shoot, animation plays after you get the strength' sorta vibe.
Thanks for the feedback! This totally could be remade into something more basic, too, and I'm not ruling out versions like that, either. But for now, the one-button mechanic will be the focus of the game. I'll likely still make subtle changes to the max power, so that 100% power shots will be suitable to fewer angles/shoot positions :--)
More addictive than I like to admit. :D
Cool! I'm actually trying to make a good, boring game, without adding any addictive game designs to it, but I guess a ball, some physics and a score counter is all it takes :--)
I love this! It's great fun to click with a mouse. I sunk my first shot and porceeded to thoroughly make a mess! Chill and relaxing.
A very funny, compact game! It leans into what it does well, and it doesn’t feel like anything essential is missing.
At first, I suspected that the low resolution might make distances, physics, and collisions hard to read, but the minimalist style actually works well. The hoop vibration, sound effects, and other feedback are spot-on, transitions are quick, and everything feels fluid, making it easy to adjust the following throw.
Not having any HUD indicators actually makes throwing feel like a real thing. And as I suck at this game as much as I do in the real basketball, I guess there must be some realism involved.
I tested the browser version with relatively good hardware, so obviously no performance issues.
Thanks for the feedback! This is what I'm aiming for - something that feels kind of like shooting hoops in real life rather than something that feels like a basic videogame.
Nice and chill. It takes a bit to get used to how the shooting works, but nothing too bad. I don't remember how it happened, but a ball was stuck in the hoop and was bobbing up and down as other balls bumped into it. Eventually, with a make, it fell through. I took a video, but don't know how to attach it. Runs just fine on an iPhone 13 Mini.
Thanks! I've had this happen too, usually when on a device that is struggling with the 60fps physics. I'll count it as a feature for now :--)
Are you still enjoying your canned coffees?
Ahaha yes very much.
This is great!
Had a long day at work and this was exactly what I needed at the end! Looks absolutely gorgeous with the palette, and the physics are so so satisfying - love seeing the hoop bounce and the net pull and stretch as the ball passes through
Running at a fairly steady 140fps on my slightly knackered old laptop in Firefox :)
Would love to see more gestures!
Thank you! Didn't know you can go over 60fps in browser!
This feels absolutely incredible! However, the lack of feedback on holding is awful since it immediately starts launching the ball before I've let go of the key. I can't tell visually how long I've held.
Rather than immediately start shooting, can the hand get lower and lower while I hold the button (so I have visual feedback on how much I'm holding) then launch when I let go? Like winding up a spring then releasing. I would LOVE that.
I'll still play regardless and GREAT JOB.
Thanks a lot for the feedback! A slingshot mechanic would work just as well (maybe even better) but it's also a very different feel to what I'm trying to achieve with this. My vision for this is for the button to represent the ball - push the button, push the ball. Improving on this mechanic is what I'm mostly after (I might be able to improve on the visuals to give better feedback, and add sound effects to match the applied power), but if I can't get players to get on board with this, I'll try the angry birds version next :--)