hrxdev

Mr. Ball

A minimalist physics puzzle about one perfect throw. Aim, let go, and trust your read of the walls.

  • Early development
  • Mobile, Android first
  • Built with Godot 4
  • Portrait screen, one finger
  • English and Russian

Two modes, Campaign and Endless, both planned for the first release.

The idea

You throw a ball with a swipe, like pulling back a slingshot. The direction and the length of the pull set the angle and the power, and a dashed line shows where the ball will go. You can only throw when the ball has come to a complete stop, and every level has a strict limit on the number of throws. Most levels are designed around a single, precise throw, so the real skill is working out the bounces off the walls before you let go.

Winning and losing

Win

The ball stops inside the finish zone and stays there.

Lose

The ball hits spikes, flies out of the level, or you run out of throws.

A restart is always one tap away, and restarting never counts as a loss.

Surfaces

Walls

A clean bounce: the angle in equals the angle out.

Floors and slopes

Friction. The ball rolls and settles after a couple of bounces.

Sticky surfaces

They catch the ball at once, and your next throw starts from right there.

Moving platforms

They appear in later levels, including sticky ones that carry the ball with them.

Spikes

Touch them and the ball pops.

Two ways to play

Campaign

The campaign is a set of hand-built levels. A tutorial level (Level 0) teaches with the real objects: your first swipe, a bounce off a wall to a finish up high, a sticky wall and spikes. A hand shows you where to swipe at the very start, and after that you are on your own.

New ideas arrive one at a time: first static walls, then sticky surfaces, then moving platforms and combinations of all three. A level ends in a win or a loss, with no stars and no scores. Solving it is the reward.

Endless

Endless is an unbroken climb up a generated tower, one throw at a time. Stop higher and you score a point. Stop lower and nothing is lost, you simply throw again. Fly out of the tower and the run is over. Your best result is shown in the menu.

The generator is being designed so that the next step is always reachable, and the physics are exactly the same as in the campaign.

Look and sound

Minimal and calm: simple shapes with soft corners, and colour that carries meaning rather than decoration. The palette leans on a dark grey, a fresh green and a warm coral, with a pink finish zone and a grey dotted line for the trajectory. Short sounds and a light vibration mark bounces and spikes.

Who makes it

The idea, game design and levels are by Oleg. The code is by Nick. Meet the team.

Roadmap

Eight stages, in order. No dates: we move on when a stage feels right.

  1. 1 – Foundations current

    The physics and the controls, treated as a contract: the base that every level will stand on.

  2. 2 – Core mechanics

    All the surfaces, the finish zone, and winning and losing.

  3. 3 – Campaign & tutorial

    The hand-built levels and the tutorial.

  4. 4 – Endless

    The generated tower and the best-result record.

  5. 5 – Art, sound & UI

    Final look, sounds and menus.

  6. 6 – Playtesting & polish

    Putting the game in front of players and smoothing every rough edge.

  7. 7 – Release on Google Play

    The first public version.

  8. 8 – Updates

    New levels, shaped by what players tell us.

Contact

contact@hrxdev.cc