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Tilt the stage, turn the camera, and roll your way to the goal in BALLYGON, a new labyrinth marble-rolling game! Challenge over 150 stages with unique mechanics in polygonal worlds. Go ball in with BALLYGON!
Welcome to BALLYGON cd key - a new labyrinth marble-rolling game by Anthony Seeha.
Take control of the robot Orbit to tilt the stage and control the camera together to reach the goal! Collect Energy points and clear stages quickly to raise your score. Keep your score above the Target Score threshold when clearing the Final Stage to successfully complete the course! Will you be a BALLYGON PC Master?
Over 150 stages to complete
Gain complete control by using movement and camera controls together
CHANCE TIME offers bonuses that will boost your score
Retry stages as many times as you want with infinite lives
Use Assist Mode to overcome difficult challenges
Try a new perspective with first-person and overhead camera angles
Take the perfect photo in Photo Mode
Unlock game modifiers in the Token Exchange to alter game properties
Fine-tune game options like camera speed and inverted controls to match your playstyle
Brand new stages will be added in the future as free updates. Look forward to new additional challenges!
User, who gave the highest rank to this game, says, “As a longtime Super Monkey Ball fan/speedrunner, it's always great to see indie developers taking fresh new approaches to the games I grew up on and continue to enjoy today. Ballygon seeks to stand among its prime inspirations as a competent, mechanically intensive marble roller with an infinite amount of depth, and in my opinion, it DEFINITELY succeeds. Ballygon is not afraid to wear its Super Monkey Ball inspiration on its sleeve, but when it comes to reviewing marble rollers, I like to objectively look at them as an individual experience. Ballygon does enough to set itself apart from its cohorts in the genre with an array of unique mechanics and stage obstacles, all the while feeling incredibly familiar to those who know their way around a solid marble roller. The game from a mechanical standpoint is pretty damn nice, I gotta say. I'm usually nervous to dive into new marble rollers because of the very specific criteria for controls I look for in a game like this, but Ballygon thankfully delivers on that front without a hitch. If you're like me and you're predisposed to Super Monkey Ball, you'll definitely notice that the physics are not 1:1. Ballygon has this unique "slippery" aspect to its controls that you as the player have to adapt to and work around. I was kind of taken aback by how slippery the controls felt at first, but the more I kept playing, the more I found myself at home. I don't think it even took me more than 20 minutes of gameplay to get fully adjusted, and the rest of my game went SO smoothly. The other aspects of the game's physics work wonderfully as well. Clipping off of corners/edges to gain height and accelerate faster in the air, Using momentum to perform wild stunts and fly over large portions of the level, etc. You can absolutely do that here, and like the mark of a good marble roller, the game encourages it.
Gameplay aside, I've really found myself praising everything this game has to offer. The art direction is a sort of cutesy futuristic vibe that I LOVE, and the main character is adorable. Seriously love the character's design. The MUSIC is spectacular. Anthony Seeha absolutely killed it, all while handling literally every other aspect of the game in the process (Yes, this game is solo-developed. Crazy, right?). For a project only being headed by a single person, Ballygon is remarkably competent in a number of different areas. That being said, I do have my criticisms. My biggest gripe with the game is the Token system. Throughout the game, you can find and collect tokens scattered throughout each stage to exchange for unlockables and goodies. That's a really cool thing to implement! The issue is that this method of accruing tokens is a bit slow and unintuitive as the only means of progression. Tokens are accrued through natural gameplay at a snail's pace, usually on a treacherous piece of terrain or just out of the way of the level entirely. You can receive tokens at the end of each difficulty gauntlet as a reward, but you only get substantial compensation for beating the later difficulties, which I'm sure not a lot of casual players will ever end up getting to. This is a problem on its own, but it's also paired with the fact that half of the purchasable are features that should be in the base game. A questionable decision was made to have the player pay for UI elements and settings with Tokens. Stuff like instant retry buttons, Basic things that should be customizable by default are instead monetized for some reason. I think these features should be a part of the base game, as they are an important means of accessibility. I would much rather offer the player more opportunities to collect tokens naturally and spend them on items such as the different color palettes for the main character (of which there should be more IMO). Spreading more tokens throughout levels and balancing out the token rewards at the end of difficulties might be a good way to go about it! Besides that though, Ballygon is absolutely a worthwhile experience for anyone in need of a marble roller fix. I intend to continue dissecting this game, maybe even to speedrun it in the future! Who knows…” Another player shares his mind, “A very fun one-man project from a very talented dude. I often used to listen to Anthony Seeha's Korg DS-10 music a decade ago, now he's channeled his creativity into an entire game project modeled, scored, voiced, and programmed by the man himself. Hugely inspirational stuff, I hope this game brings joy to many players, but also to people thinking of creating anything themselves!”
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