
Tales of the Magic Ball is a puzzle platformer where you'll experience an adventure in a fantasy world. Explore, puzzle, experience a story, fight and overcome obstacles. Solve the tasks given to you in an interesting and fun way.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English, German
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"Tales of the Magic Ball: The Lost Sorcerer" is not an asset flip! Of course my first instinct was to smash the "Asset flip!" button, but as always a bit of research helps. This is a tech demo/showcase from an asset creator (which is why the assets look like asset store stuff, because that's what they are), a set of his own assets lazily dropped onto a basic game template for a physics ball roller. I'm not sure how much of this is just asset showcasing and how much of it was just an attempt to see if it's possible to publish a game for $100 on Steam Direct (yes, it is). What do you do in the game? Badly done rolling ball physics puzzling. This is kind of the inverse of an asset flip, usually we can be quick to point out when people can't make their own game assets, they usually can't do the rest of game development properly either. Here, surprisingly, the developer can make their own assets. Shame about the rest of the job of game development, but I guess this is why the artists aren't the same guys doing the physics engine, netcode, etc etc etc in real development companies. Despite the almost tolerable visuals, the controls and handling are a janky mess, there's not enough polish... it's easy to see why this failed after just a few minutes trying to play it. So I guess this gets a C- grade for the low poly mobile app tier cartoony game assets and an F- for everything else. Now on to pricing and value for gamers. There's no initial download price, but the developer was charging $9 USD for this. I guess if the assets aren't selling on the asset stores, they gotta monetize them somehow? Price barriers, especially on low quality products, can be a direct cause of failure. It seems like a nice gesture for the game to have no up-front cost anymore, but it also tells us that the game wasn't good enough to succeed as a paid product. This is also a bit of a slap in the face to anyone who showed enough questionable judgement to pay money for this... nobody got refunded. In terms of public reception, this failed. There's over 130 million unique gamers visiting Steam every month. SteamDB showed the game peaked at [b]only 11 concurrent players[/b]... this is a dismal public reception. This was so bad they couldn't even give it away. Given that this free title won't increase your game collector count, is it worth your time to add it to your library? I think you should give this one a miss. Although it's free, your time and storage are valuable resources, and the market is filled with superior options. At least it's not an asset flip.
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Hours played at review time, across 25 reviews with recorded playtime.
I am not sure whether this is your first project or not, but in the case that it is, I will not be too harsh with my criticism. I think some mechanics don't make sense to be combined into one. Like the essence mechanic is simultaneously a death timer, cosmetic currency, and power ammunition. If they were separated I think it would be a lot more user friendly. I also think some platforms are more annoying than challenging. Which brings me onto my next point that if this game was instead rebranded into a rage climber like "Chained Together", and with more polish, I think this game could've been quite well received. Hope you don't quit game development altogether, I believe you have some potential. Good luck out there!
You are a ball. A magic spherical glowing red orb. A majestic creation.. so round and flawed.. because you are a magic ball.. a ball of magic.. which does not get on well with water.. I have died many times and gave up. I thought I would be more powerful but alas.. I am sad.. But no in all honesty, this game is ok, I am not keen on the controls or the sensitivity, I like movement to be smooth not feel constrained. I like up means up not inverted. While it is fun, I will not be continuing to play it as it does not grip me. I was looking for a challenge not something I'd become bored of quickly. The music is calming and gentle but I do not recommend it if you want something to get immersed in.
Genuinely wanted to play this type of game again since I was young. Always felt nostalgic and had fun in them and now that I downloaded this I was so hype for it... except I was left incredibly disappointed. The scenery and music are great and from what I saw, the levels seem interesting enough, but the controls and movement in this game straight up make it unplayable (on top of the fact that it has no joystick support other than Xbox I'm assuming because that's the in-game presented image - also tested 3 controllers). Not being able to maneuver the ball mid-air leads to pretty bad gameplay, especially when making big jumps. Nobody likes to struggle when trying to enjoy an adventure game, especially not when 90% of it is platforming with no ability to control the ball properly.
movimiento de la esfera super tosca a la vez que pareciese que el salto estuviese limitado por un muro invisible que literalmente te hace rebotar con la nada misma. no se puede manipular la esfera en el aire haciendo mas incomodo y lento el movimiento de la misma. incomodisimo de jugar
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.