
Hardcore, co-op (or solo) platformer. Dark Souls makes a baby with Super Monkey Ball. An easy-to-learn, hard-to-master experience to explore with your friends. All inside a vast open world, with each platforming course bringing its own twist.
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About
THE CANON OF BALLS is the hardcore, first-person platforming experience you and your friends have been waiting for. Imagine putting Shadow of the Colossus' PS2 aesthetics and Monkey Ball's gameplay into a blender and mixing them thoroughly. What comes out is an easy-to-learn, hard-to-master open-world multiplayer experience to explore and master together with your friends. A vast open world, with each platforming track bringing its own interesting twist, is waiting for you — all of this with no hand-holding. There are no minimaps, quest markers, or tutorials.
The game can also be completed in offline solo mode. No friends required.
I put a lot of work into the sound design to give the BALLS as much weight as possible, all to create a snappy gameplay experience with memorable juice. The world is fully "handcrafted" to be a non-repetitive, non-modular open world. I purposely didn't build a modular "copy and paste" kit to craft the levels. All of the parkour courses feature a specific idea, twist, or thought to make sure everything feels fresh in a different way. No AI art assets have been used.
From the start, I knew THE CANON OF BALLS should be something to experience with friends. Without setting any rules or multiplayer objectives, the world provides its own platform to give birth to fun, memorable, virtual togetherness. The premise was the good old days of playing Minecraft parkour maps and talking about all kinds of things while you struggled together. You can be competitive and see who reaches a crystal first, or play more cooperatively, navigating together and waiting for each other. The freedom is in the hands of the group, and I can't wait to see how you all choose to play it. The word "co-op" might be a bit stretched for the game, as there are no real mechanics that require multiple players—it all works solo. However, the true social moments are what make this experience so special.
NOW GET IT AND START ROLLING!!!
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Engagement
Reviews
Themes across 323 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
fun game. climbing the pyramid made my hands profusely sweaty.
Missing a "slide" and a "dash", perhaps a "stealth mechanics" and a "quick time event".
super monkey ball smashed together with shadow of the colossus and jump king. good game you should buy it
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Languages: English
Hours played at review time, across 323 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Cool game :D fun movement :D the maze makes me want to get put in a cage and roll into a wall really hard and fast short and sweet babbdi-like-ballformer
Tried to scam the 'continued inertia when respawning at checkpoint' feature to jump past a tricky section. 1/50 tries the game didn't respawn me for falling too far and I catch a checkpoint at the very bottom of the map and can't go back to the top. Never opening the game again. BAALLLSSS 10/10
For this price, absolutely great value. Heavy Nintendo 64 collectathon vibes. Co-op is fun.
if you refudn this im going to pee on you
great game, even better with friends. the discord call was just moaning and screaming from start to finish
haha balls
Very fun game. I like the way the game looks. The brutal big landscapes. Massive structures. Etc. The music is nice when it plays. I wish there was more music (like I enjoyed the music from the trailers which I don't think was in gameplay?), but I understand wanting to keep the empty atmosphere for most the game. It feels nice to control. It makes me think of a combination of Rocket Jumping from Team Fortress 2, and moving the Marble around in a game like Marble Blast. There is a variety of different challenges. Some sections are more precision based, others are more exploration and speed based. There was no section that felt too hard, and I was never lost. I played it Singleplayer, so I understand that I missed out on the Multiplayer fun - but I still enjoyed it regardless. Some tiny/minor gameplay nitpicks (ALL PERSONAL PREFERENCE - THESE AREN'T OBJECTIVELY BAD PARTS OF THE GAME): I think wall jumping is overpowered. I understand many sections having multiples paths through them, but even a concave 90° wall can get you a ton of height and vertical speed - just move into the corner, jump + tung off the ground, then spam jump. You can jump + tung bounce off the ground too and it seems you will retain most your vertical speed and you can climb up a bit further. I don't think this is a problem itself, but so many sections felt like they essentially had a skip button next to them because they had a concave corner. And in a game where I want to find shortcuts and stuff, I would prefer harder shortcuts, where it didn't trivialise so many challenges. Two parallel walls that you can barely fit inbetween will get you a rediculous amount of speed, where you can essentially use it as a cannon and fly up entire floors of the game. I personally feel like either these sections need more geometry like roofs, or that there needs to be a cooldown on walljumping or speed at which you don't gain more vertical height from wall jumping. I didn't like feeling like I was skipping entire sections without being creative or there being effort at all. And the collectable crystals aren't really a solution to this either in my opinion, as when up really high, it's easy to jump down to many missed crystals. I think the ability to warp between checkpoints would be nice. I want to be able to explore past areas without needing to redo sections I've already done. Or, if not checkpoints, then the gates that get opened. Or if those gates also maybe connected to shortcuts between areas? I want to mute the grunting u_u. I like the sound in the game, just the grunting is a bit offputting for me. I just don't like the sound. The maze section doesn't really test any skills? Unless you are speedrunning the game I guess. But otherwise, I would want it to actually use game mechanics, like if it had pits you could fall out of the maze that you had to jump over, or timed sections, or verticallity to it. The final challenge is essentially the walls jumps -> torus jumps -> wall jumps -> pyramid section. I liked that challenge, but that's probably the hardest one, and I don't think it's really hard enough? Maybe if it had some swinging blades and spikes and was longer or something. I didn't know I was doing the final challenge, because I assumed after the last gate had opened - then the final challenge would appear, but there is a big jump and that's about it after the final gate. It just wasn't what I was expecting for a last challenge. Like, the game is medium-hard difficulty, and pretty short. That's cool! I want something *really* hard though, a section that does test *all* skills. If you are going to have overpowered wall jumping, then force me to use it. If you are wanting precision platforms, then make razor thin beams. If some sections of the game are going to have spikes and swinging axes, then have them all used together. I prefer the macro platforming over the precision micro platforming. I personally think climbing these overwhelming structures is great. Getting up a lot of speed is great. But I don't really care about climbing tiny little platforms - luckily I could skip those. Like the tower with a bunch of cones in it is skippable by wall jumping nearby. And the section above a foggy pit is skipping by wall jumping nearby too. I'm glad I could skip those sections - I wish it were harder too though. I don't mind precision, like I think the alternative path, going up and around scaffolding near the gate in the big vertical climb is fun, precise, and takes up a large area without looking like platform spam. I'd like some way to find the hidden collectables? Like, I want to get them, but it's a massive map. I think I had found four by the end of the game. I'm not sure how you would hint towards their location without explicitly stating the locations though. I think some challenging achievements could be fun. Like for beating the game under a certain time limit, or for beating the game without using checkpoints, or without dying at all. I think that's about it for initial thoughts on the game. I look forwards to any future updates! Despite all I've just said, I do consider this to be one of the better platformers I've played (I've played a lot of platformers, it's one of my favourite genres).
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