Marble Action Now is 3D platforming action puzzler. You are a ball with a soul who needs to find a home. You move by shooting. The player needs to reach the end of the level and has an infinite amount of tries. The player will have to try again if the ball touches, enemies or if he falls into the pit.
For the earlier levels, there are no obstacles and should be very easy. This gives the player a chance to learn to move around. The player has unlimited amount of time to complete thus allowing them to learn the controls.
These levels are subject to change.
For the earlier levels, there are no obstacles and should be very easy. This gives the player a chance to learn to move around. The player has unlimited amount of time to complete thus allowing them to learn the controls.
These levels are subject to change.
The first level is a straight path forward. This will allow the player to learn the controls if the menu has not done so already. A medal is awarded if the player finishes the level within a certain. It is the same for each level.
Turns
90 and 45 degree turns are introduced in the next two levels (1-2 and 1-3 shown above). This gives the players more practice in moving.
Ramps
Levels 1-4 and 1-5 introduce the ramps. These levels are a basic introduction to ramps. The player will be forced to use both guns to get by these levels. The ramps in 1-5 are a little more steep than those in 1-4.
Wall Gaps
Up until 1-5, all paths have been walled. For levels 1-6 to 1-10, some walls have now been removed so that the player would have more challenge. These 5 levels will be altered for variation as some of the more experienced players say that these levels feel repetitive to which I would agree.
Horizontal Moving Platforms
1-11: First level that has a moving platform. This platform moved from path A to path B.
1-12: There are two moving platforms here. The two platforms meet in the centre before moving back to the paths.
1-13: These two platforms meet in the centre only the player has to change platform to the side. Also the platforms only have one wall instead of two.
1-14: This level contains four platforms that move to the centre and back out. The two centre platforms have no walls.
1-15: Moving platforms move from left to right to another path instead of a back and forward motion of the previous four levels.
1-12: There are two moving platforms here. The two platforms meet in the centre before moving back to the paths.
1-13: These two platforms meet in the centre only the player has to change platform to the side. Also the platforms only have one wall instead of two.
1-14: This level contains four platforms that move to the centre and back out. The two centre platforms have no walls.
1-15: Moving platforms move from left to right to another path instead of a back and forward motion of the previous four levels.
Vertical Moving Platforms
1-16: This is the first level with a vertical moving platform instead of a horizontal moving platform.
1-17: This level has two vertical moving platforms.
1-18: This level has a vertical platform with a higher drop.
1-19: This level contains 3 vertical platforms that move at different speeds. This puts the player’s patience to the test.
1-17: This level has two vertical moving platforms.
1-18: This level has a vertical platform with a higher drop.
1-19: This level contains 3 vertical platforms that move at different speeds. This puts the player’s patience to the test.
Spikes
The first four levels of World 2 add spikes as obstacles. When the player touches the object, they respawn to the beginning. Each level getting slightly more difficult.
Moving Spike Obstacles
These three levels introduce spike obstacles the move from point A to point B and vice versa. The levels get slightly more difficult each time. Level 2-7 has a ramp followed by a gap to the end point. The player is expected to use the 2 guns to get over the gap to the exit, otherwise they would not make it.
Original Prototype Level
Prototype Level Part 1
In the first part, the player starts in the centre square and has to navigate around until they travel up the ramp. Several player have complained that going backwards towards the camera feels “Weird”. I agreed with them. This game has a fixed camera angle therefore going backwards too often is poor level design and less fun.
Prototype Level Part 2
After getting past part 1, the player falls onto the checkpoint and has to navigate around the the check point on a one walled narrow path. Again, no levels in the game will have a backwards path like this. One walled narrow paths however will be somewhere. After the next checkpoint there are slightly narrow zig zag paths. A level in the main game will have this.
Prototype Level Part 3-1
This part of the level has paths, ramps and gaps. This is especially a little challenging when the player moves along the path at a side view. This will be in the main game.
Prototype Level Part 3-2
This section of the level has a series of ramps which are very challenging and put the player finger dexterity to the test. It will be an essential addition to the main game in a later level
Prototype Level Part 4
Similar to the end of part 3.
Prototype Level Part 5
Another section that tests the player’s finger dexterity. Rewarding upon completion the first time. The experienced player can take shortcuts in this section too.
Prototype Level Part 6
An unwalled narrow path to the end of the level. This is another obstacle that will make it in the main game except for the part where the player has to move towards the camera.
In the first part, the player starts in the centre square and has to navigate around until they travel up the ramp. Several player have complained that going backwards towards the camera feels “Weird”. I agreed with them. This game has a fixed camera angle therefore going backwards too often is poor level design and less fun.
Prototype Level Part 2
After getting past part 1, the player falls onto the checkpoint and has to navigate around the the check point on a one walled narrow path. Again, no levels in the game will have a backwards path like this. One walled narrow paths however will be somewhere. After the next checkpoint there are slightly narrow zig zag paths. A level in the main game will have this.
Prototype Level Part 3-1
This part of the level has paths, ramps and gaps. This is especially a little challenging when the player moves along the path at a side view. This will be in the main game.
Prototype Level Part 3-2
This section of the level has a series of ramps which are very challenging and put the player finger dexterity to the test. It will be an essential addition to the main game in a later level
Prototype Level Part 4
Similar to the end of part 3.
Prototype Level Part 5
Another section that tests the player’s finger dexterity. Rewarding upon completion the first time. The experienced player can take shortcuts in this section too.
Prototype Level Part 6
An unwalled narrow path to the end of the level. This is another obstacle that will make it in the main game except for the part where the player has to move towards the camera.
Last Edited.
11/03/2017
11/03/2017