Flash End-of-Life, Ruffle Integration!
This game runs on Adobe Flash. Effective Jan. 2021, Adobe began blocking its flash player's use everywhere. Kongregate is now partnering with Ruffle to make some of our Flash content playable again. Please note: If you are using Ruffle, badges will not work normally. In order to earn a badge in a Flash game, you will need to complete the badge, then submit a screenshot (showing both proof of completion and your username) as a missing badge report using the report missing achievement option. Also, please join us in the Kongregate Discord for all the latest Kongregate news!
SpeedyBall
by MateM2
SpeedyBall
Tags for SpeedyBall
Description
High speed racing with a ball on cosmic roads against the clock.
How to Play
Move the ball to the left or right with the arrow keys on your keyboard, and/or jump with the space key to skip the holes.
Brake with the down arrow.
Comments
Xcrypt
Sep. 01, 2011
Couple Suggestions:
-Restart key
- Let shadow of ball should point out where the ball is on the track (so the lightsource should be perpendicular to the track)
- Add acceleration to the ball (instead of the instant velocity it gets now when you press left or right)
- Like CharmDragon says, give the ability the slow the ball down (unless you meant the speed increase as a punishment?)
PhenolLam
Sep. 01, 2011
the ball respawn in wrong location, so once you jump off the edge, you lose the game as the ball are all lose
CharmDragon
Aug. 31, 2011
It needs the option to slow the ball down, also the controls seem a little bit too slippery.
Xcrypt
Sep. 04, 2011
(follow up) And combine that with a rather high acceleration value... Test it out for yourself and see if you like it :)
Xcrypt
Sep. 04, 2011
It's a lot better now. Just one thing that's really bugging me: When the ball is in air, and you move towards one direction. After that (still being in mid-air) you go the opposite direction. Something weird happens with the momentum... It instantaneously flips and the speed towards that direction seems increased as well. That's why I think a slight acceleration would be helpful (but not too much of course, you can put limits to this... for example if(Velocity.x > MaxVelocity.x) {Velocity.x = MaxVelocity.x;} (that's C syntax, but you get my point)