- September 12, 2017
- NaissusWorks
The Little Ball That Could
Platforms
About
In "The Little Ball That Could," players control a rolling ball navigating through challenging maze-like environments, using physics-based puzzles and quick reflexes to overcome obstacles and reach the goal. Featuring a soothing soundtrack and minimalistic art style, this game provides a relaxing yet engaging experience for players of all ages. With 60 levels spread across four distinct worlds, there's a wealth of content to explore and enjoy.










- The game offers a relaxing and enjoyable experience with a chill vibe and good graphics.
- It features a large number of levels (120) with varied challenges and collectibles, providing good replay value.
- The controls are generally tight and responsive, allowing for a satisfying gameplay experience despite some minor issues.
- The level design is often criticized for being poor, with many levels lacking clear themes and requiring multiple playthroughs to collect all items.
- The fixed camera angle and slippery controls can lead to frustrating gameplay, making it difficult to navigate levels accurately.
- There are some minor bugs and design flaws, such as the inability to turn off specific sound effects and unclear instructions for certain abilities.
gameplay
17 mentions Positive Neutral NegativeThe gameplay is criticized for its repetitive mechanics and lack of cohesive level design, leading to a feeling of stagnation and minimal exploration. While the introduction of new mechanics is gradual and the controls are responsive, the overall experience is marred by "micro-levels" that offer limited challenges. However, some players appreciate the balance of relaxation and challenge, along with engaging stage layouts and replay value.
“There are five worlds, each introducing a new environmental mechanic or hazard, with general difficulty and level length increasing as you progress.”
“The controls are just touchy enough to remind you of the momentum mechanics without feeling unresponsive.”
“[Solid marble madness gameplay that manages to be both relaxing and challenging, brilliant stage layouts and music, loads of replay value.]”
“Every level is just an endless mix of the same few mechanics thrown together awkwardly with no mind paid to how they fit together in the level, or even with each other.”
“The big issue was they tended toward 'micro-levels' (which is a mechanic I generally dislike in any game). There was no feeling of exploration or 'labyrinth,' just 1 or 2 obvious challenges per level.”
“They introduce new gizmos/mechanics a bit too slowly, so the content ends up feeling a bit stretched.”