
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 326 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Actually amazing, beside obvios bugs like stucking in the menu and no volume slider, overall expirience is amazing, had a lot of fun and defenetly worth the wait and money! Great job and thank you!
A man needs his game. This is it.
this is a good time. controls are meaningfully weighty and responsive and come together with the excellent sound design to create something that feels great to play. there is enough diversity to the platforming and maneuvering challenges to keep things fresh across the playthrough. the only downside is that what the game asks of you never quite utilizes the full potential of the movement sandbox (more track style courses that weave together speed, precision platforming, and maneuvering in a more demanding fashion would've been welcome), but what is already here is absolutely worth the $4 entry fee, especially if you have some friends to play it with.
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Languages: English
Hours played at review time, across 326 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is so fun cant wait for more updates also can you add a thing where you can choose the checkpoint you want to spawn at if you've unlocked it
что бы пройти игру нужно с детства тренировать пальчики играя со своими шариками
Im balling it im balling it
the KINO of balls
i love playing with my bouncy balls
Multiplayer Monkey Ball with a little Getting Over it, with goated movement. I'm da lickler baby
Great game! pretty much as advertised, collectathon with freaky ball movement, its a lot like rocket jumping with ya tongue. Took me about 90 minutes to get to the end solo, then went back for a 17th crystal and spent 20 minutes in the damn maze. Its got some hard moments but always feels fair. For the most part it mixes up pretty well so as not to get repetitive. would be cool to have: speedrun mode - with a timer a total crystal counter, I dont know how many there are total or if I missed any checkpoint select? kinda annoying to backtrack if needed but I get not adding this I guess FOV slider, though also I understand having the fov controlled by speed as this feels pretty good. my one major complaint was how slide-y the mouse controls feel, they dont feel snappy, rather pretty loose, but this may have to do with moving the players face around in the ball and smoothing that, but still, view should be snappy, the model can just smoothly follow that.
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