Check out the Colorball website here

Available now on App Lab – the Oculus ‘Early Access’-style storefront, which is still way too hidden and difficult to uncover for most users (do better, Oculus!) – Colorball is a simple, easy to pick up and play, nicely chilled out experience.

Though clearly not a final version – a few of the gameplay elements could do with some refinement – what’s here is already very addictive. The action sees players grabbing coloured balls and attempting to match them with another ball of the same colour as they hurtle towards the player’s position. With the ability to grab a different coloured ball in each hand and even throw the balls instead of just waiting for a matching coloured ball to get to you, the light puzzle action can be pleasingly tactile, though it’s not a game that ends up being over-exerting.

I found the throwing to be a little off, ever quite managing to throw as accurately as I expected – though that could just be my general awkwardness with the throwing, rather than a fault of the game’s physics.

Thankfully, it’s not a game based entirely around the throwing mechanic in any case – there’s plenty of options for mixing things up, including lightsaber style laser swords and a bow.

The presentation is beautifully tactile and really well done, with plenty of physical interactivity to select options and stages. Considering that Colorball is the work of a lone developer, it’s really impressive and well designed even between the core gameplay sections. The music and sound effects merit a mention too, just for being generally pleasant and nicely responsive, respectively.

Though feeling a little barebones at the moment, obviously – as mentioned – work is progressing to update Colorball. I’m impressed with the basis of the game so far and the implementation of the menu elements (drawing on the whiteboard which displays your instructions and goals is a really neat touch, as another example of this) – and it can only get better from here.

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  1. Many thanks for your great preview πŸ‘

    Also thanks for your feedback about the throwing.

    The reason why it feels a little bit off, is because a controller have another physic and center of gravity than a ball.

    I tried different approaches:
    At first I set the grab point of the ball to it’s center which may feel more realistic because it fits more to the controller. But in real life you don’t grab a ball in it’s center πŸ˜‰

    Than I set the grab point to the edge of the ball (where you would also grab a real ball) and even it feels a little bit off at beginning, after a while if you get used to it, it fits better and you can better use your wrists.

    But maybe I should integrate also my first approach into the game and let the player choose which physic (center grab or edge grab) he prefers?! πŸ€”

    Thanks for the hint πŸ™‚πŸ‘

    Liked by 1 person

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