A Nice Game About Balls is an upcoming skill-based, casual, ‘roll-like’ game built in Godot by one developer just trying his best.
There are targets. There are points to gain. Roll your balls to win the game. (I’m workshopping this.)
Each level will produce new obstacles, hazards and all manner of tricky things to avoid. You may even use these things against your opponent to your advantage...
You’ll play against human friends/enemies locally, or against the CPU in a single-player campaign.
NOTE: Development is in the early stages, so the screenshots and videos here are a work-in-progress - expect things to change!
NOTE: This post is from my blog , written in March 2025.
\nAfter getting my latest side project uploaded in February (link here ! ), I set myself the goal of diving more into game development, in particular Godot, and particularly Godot 3D.
Why 3D? I dont know. Sounded fun?
The thought was, as I live in a 3D world, maybe the physics side would be more intuitive; i.e., if I dropped a glass in my kitchen, I would expect the glass to travel downwards along the Y axis; end up hitting the floor (0,0,0?) and then Id have to carefully sweep along the X and Z axis without cutting up my feet.
Surprisingly, this thought process has kinda worked so far. What exactly is a floor in a 2D world? A platform? Technically, the same could be said for 3D, maybe? However, having a central point to the world (0,0,0) makes it easier for me to understand.
What am I making?
Everything, everywhere, at all times is governed by the laws of physics (duh), and physics engines are built to emulate that - but with the bonus that you can break those constraints at will. This opens up many possibilities, and, quite possibly, a lot of problems (I havent got that far yet).
Theres a reason why the most enduring games people play usually follow a simple premise. Football (soccer?): kick the ball in your opponents goal. Bowling: roll the ball and knock down all the pins. Heck, even that tossing-a-plastic-bottle-and-making-it-land-upright thing is oddly satisfying.
The thought is that even though the idea is simple, its the doing that creates all the different possibilities and keeps it interesting, and hopefully, satisfying. Physics engines provide so much of this out-of-the-box, and even when the physics engines get the calculations wrong, and the game goes nuts, its still entertaining (usually, I mea,n falling through the floor during a particularly challenging part of a game isnt all that fun).
So yeah?
So yeah, Im making a very basic physics-based skill game. Hopefully finding some sweet spot between being technically achievable by me, someone who knows nothing, but when played is fun and satisfying enough that people can get creative with it; taking a simple premise and competing with others (human or AI) to achieve that goal most satisfyingly.
So far
Ive created a winnable prototype. The player (actually 2 players) take it in turns to achieve the goal, and the one who does it more successfully gets a very exciting Player X wins! white text overlay message at the end.
Despite my purposely spending zero time making the game look or feel nice, it is still quite enjoyable to play, with lots of different possibilities to keep it interesting. This gives me the confidence that this idea, as simple as it is, is worth fleshing out further and continuing with.
People have already done this, right?
Absolutely. Every game idea has probably been done a hundred times or more (at least it feels like that), and thats OK. This project is largely about me learning more about game development, and hopefully creating something that people can play and enjoy.
Not every idea needs to be completely 100% original; it can take an established idea and give it a fresh spin, merge a bunch of established ideas to make something new, or even take an established idea and kinda do it better. Im not saying Im going to reinvent the wheel personally, but if you look at a studio like FromSoftware, they took a sword and board fantasy game trope and created something genuinely special from it because they cared.
I know its easy to be a bit cynical in the world we live in, where everything seems to exist only to make money and make money only, and I think thats why so many people latch onto projects that have real passion behind it, rather than a dead-eyed maximise-profits-above-all-else corporate mentality.
Im off on a tangent now, but Im kinda saying that whatever people choose to do, from creating something truly epic and ambitious to creating the most simple game possible, putting some real effort into it because you care almost always results in something better.
So, as green and clueless as I am, and will be for a good while, Id like to remind myself that creating things because you enjoy them and because you want others to enjoy them is reason enough to continue.
\n
Minimum Setup
- OS: Ubuntu 12.04 LTS
- Processor: Intel Core i3Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Relatively modern dedicated graphics card
- Storage: 200 MB available space
[ 6421 ]
[ 5843 ]
[ 1960 ]
[ 2357 ]
[ 546 ]
[ 1040 ]
[ 32771 ]
[ 177 ]
















