Rolly Reactor (Prototype)
A momentum-based puzzle platformer about shifting between different material types.
The Concept
Rolly Reactor is a 3D puzzle platformer where you control a ball that can alter its material on the fly. Using different abilities, players can solve puzzles and use the different material forms in unique platforming challenges.
Key Contributions
- Lead Design: Designed the three material states (Sticky, Heavy, Bouncy) and their physics interactions.
- Level Design: Created all levels, focusing on momentum preservation and difficulty progression.
- Systems: Implemented player movement, camera controls, and environmental interactables (fans, buttons).
Momentum Mechanics
The core mechanic is the ability to switch between different material types. There are 3 different kinds in the game: Bouncy (blue), Heavy (red), and Sticky (green). Players will be in Sticky by default, while holding either LMB or RMB will switch between Heavy and Bouncy. Players will have to switch between different material states quickly to cross gaps, solve puzzles, etc.
I designed the levels to slowly introduce puzzle mechanics, iterating on them later in the level and increasing difficulty naturally.
Example of switching between two states to cross a gap.
Environmental Objects
The game has multiple different environmental objects which interact with the player and other objects:
- Buttons: Buttons to activate doors and fans.
- Boxes: Crates which can be pushed onto buttons.
- Fans: These will push the player and Boxes away.
- Lava: A simple obstacle that will kill the player.
- Moving platforms: Moving platforms which the player can interact with. They can be sticky, causing the player to stick to them.
While simple in themselves, how they interacted with the player and other objects allowed for some fun puzzle and platforming opportunities.
An example of how environmental objects, like fans, work in combination with the Bouncy form.
Platforming
The platforming in our game takes advantage of the different material types to cross gaps or gain height. My favorite platforming mechanic was how the Heavy state interacted with ramps. The player could switch to Heavy on a downhill, gain speed, and switch back to Sticky on the uphill to launch themselves across the level. Playtesters cited this ramp interaction to be their favorites, as the sense of speed was really fun.
Example of the Sticky form being used to platform.
Gallery
Below is a collection of screenshots from the various levels I made, as well as some tutorial screens to get a sense of how the movement worked.
Play the Build
The game is available to play via a Google Drive download. Download and unzip the folder, then launch the .exe.
Play
Matthew Gai