top of page

Ball In A Hole

Capture.PNG

Controls

Hold LMB = Charge grappling hook for varying strength
Release LMB = Fire grappling hook in cursor direction
RMB = Release grappling hook
R = Reset level to start

Platform: Windows PC

Engine: Unity

Language: C#

Tools Used:  Unity Engine, FL Studio

Duration1 Week

Completion: 2023

Role: Game Designer, Programmer, Audio Designer

Overview: 

Ball In A Hole is a short rage game platformer built in Unity with a 2D upward scrolling camera view. It combines a grappling hook and mechanic 30 second reset timer that places you back at the start with tense music and simple level design to tell the simple gameplay story of a ball trapped in a hole.

This game was made as a part of the Rapid Game Prototyping unit at Manchester Metropolitan University

Project Design Goals:

  • Create a frustrating yet fun level with simple sprite shapes

  • Refresh my skills at C# scripting

  • Create an engaging system of movement that encourages replay ability

Story of Development

​

The Brief: 

I made Ball In A Hole for the game jam unit Rapid Game Prototyping at Manchester Metropolitan University. This was the first brief for this unit where we would be given a new theme each week to create a new game. The first theme was revealed to be "Trapped" with the modifier stipulating we had to add a 30 second timer. As this was the first week we were encouraged to keep the scope small and not use tools that were too big for the scale of the project.

Researching "Trapped":

To create an engaging experience under the theme "Trapped", I researched the frustrating yet rewarding mechanics and design of Getting Over It with Bennet Foddy. Through this careful analysis I deciphered from it that despite its difficult to learn movement mechanics it can be mastered and feel rewarding to use. In addition even without full utility of the system overcoming the challenge of the mountain is its own reward.

Design Decisions:

Having prior experience designing and creating grappling hook mechanics I decided that would be the core feature that the game would build around. The player would control a ball trapped in a hole that can only move through the use of this grapple shot, having to charge it up before each shot and only getting one use per time they touch the ground. This creates frustratingly fun gameplay that is where mastery over the movement feels like a hard earned skill.

Development and Skills gained:

I used this week to brush up on my skills at scripting in C# and using Unity to quickly prototype ideas to demonstrate a design idea. 

​

Scripting

  • I scripted the functionality of all the elements for the game

    • Grappling Hook​

    • Timer

    • Completion

Design​​

  • I designed the initial concept when brainstorming following the brief being released

  • I designed the UI with the general themes in mind that the game evokes 

    • A punchy typewriter effect on the text matches the music​

    • The cursor effect serves well at informing the player on how the grappling hook works

  • Audio​

    • I created the music in FL studio​

bottom of page