GGJ Archives 2009-2012

Roll Position

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Game Information
Short Introduction: 
Roll Position updates childhood nostalgia to pixel art futuristic high-intensity 8 PLAYER marble competition without split-screen! Panoramic action across 6 beautiful pixel-art levels.
Brief Play Description: 

Roll marbles through 6 levels cooperatively or competitively. Levels include loop-de-loop courses, mazes, funnels, drawbridges, lava and acid. Launch up to the sky with your friends in our booster level. See all the action at once without split screens! Roll Position receates the fun of marble racing with modern 3d graphics.

Diversifiers and Credits
GGJ 2012 Diversifiers : 
Collaborative Casual/Hardcore: (Two players: one casual, one hardcore) Collaborative play for two, but one player has more to do than the other (or the difficulty level is different between them).
Team Image: 
Roll Position Credits, MUSIC CREDITS Flute: http://www.freesound.org/people/kerri/sounds/35730/ RockFall: http://www.freesound.org/people/Benboncan/sounds/60085/ Crickets: http://www.freesound.org/people/dobroide/sounds/37469/ Sounds: http://www.grsites.com/archive/sounds/
Game Files: 
Your rating: None Average: 4 (2 votes)


Very impressive!

Hey guys,

Just a quick note to say how impressed I was with your project! You guys were able to create a huge amount of content and functionality in a very short period of time! Kudos!

Take care,


Nathan Madsen
Composer-Sound Designer



Nate, thanks so much!

Our strength was having a large team. Our only real problem was that we had a terrible network connection. This prevented us from using our off-site programmer. With him it would have been even more impressive. He'd actually given us some "power up" capabilities and I was getting two hours of sleep when it came in. Instead of checking my network at the hotel (I used my hotel twice for sleeping: 2hrs on Saturday noon, and 2 hours Sunday 10a-12 for the price of one!) I waited until I got back to DU to check my connection. Then the other guys spent so much time integrating other stuff we just didn't have time to get everything in - the weakness of a large team. :-) My world (the waterfall one) had particle effects on the bottom, as well as more and better signs. These also did not get in.

I'm currently learning from this and have started this discussion about how to use Unity better in teams (with SVN) at Linked In:

Anyway, thanks for the attention and kudos!


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