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13 responses to “Zoomaroom”

  1. Pandapadawan

    Yeah, I couldn’t play it. I quit at the exact same spot, when I had to ride that green ball. I don’t get why the character controls like a car in cruise mode. It just feels awkward. Everything else for hours of fun is there, but the controls need additional work.

  2. fog

    Yeah same here Pandapadawan. I played the demo 3 times and the handling still didn’t click with me. Not helped by the near vertical difficulty curve after the first couple of levels mind.

    I admit I’m crap at this sort of game, so it’s a shame it didn’t have a few easier levels to make it more accessible for the non-masochists among us as technically it’s great.

  3. 9572AD

    I was eventually able to feel in control, but I shudder to think of the expectations of the harder levels.
    One tip: only tap and release jump. Holding it makes you go spastic if you touch anything.

  4. FourBrosStudio

    Hi I’m one of the developers of Zoomaroom. I like this review because it gives us good feedback for making the game better.

    After playing the game for 6mo it’s hard for us to tell what’s easy & what’s hard. In our next update to the game we’re going to re-arrange the rooms to move the dreaded ball rolling room later in the game. We’re told subsequent rooms are easier, so that should help the ramp-up curve.

    The controls are very much like Marble Blast Ultra. You are effectively a rolling ball and pressing left-right adds a torque to the ball (spins it). The monkey “costume” doesn’t change the way the ball rolls.

    Another tip: if you have trouble with a room, press Start -> Choose Room -> Game Rooms -> Next Room. You dont have to beat the room to move on, although you need to average 3 coins per room to continue unlocking room ‘tiers’.

    -Brandon

    1. Pandapadawan

      I actually bought it and made it to the beginner 3 tier so far. If you think of the game as a physics based 2D Marble Blast Ultra the controls make sense. However I still believe it would work much better if you had direct control over the ball. The most annoying part so far wasn’t the green ball but the long platform section above the waterfall. Please think about an alternate control scheme where you control the ball directly. No stick movement = no movement at all, stick all the way to the left/right = maximum speed and something in between.

      1. FourBrosStudio

        In hindsight, you’re right about the controls. We modeled them directly off of MBU, but the game evolved to become quite different. Once we had more than a few rooms changing the controls became infeasible.

        This is a hobby project and game development isn’t our day jobs, so we’ve still got a lot to learn. When you compare it to other games at the same price we still think we provide a lot of game for the $.

  5. nrXic

    I LOVE the physics based controls. LOVE IT LOVE IT LOVE IT.

    LOVE LOVE LOVE ok you get my drift. Seriously, the physics based controls take a while to get used to, but is a hundred times more rewarding than a straightforward platformer with their restricted physics rules.

    Nearly everything about this game is great IMO. From the controls, to the level design, to the method in which you progress, to the placement of the coins (some take some skill and is rewarding), to the level editor.

    The only “complaint” I could have is with the same music looping, but it’s understandable as MS would have forced you to charge 400 pts for something over 50Mbs, so it’s not really a complaint. Some of the art is pretty basic though, but it’s consistent and that’s what matters most.

    BTW I’m a huge Sonic fan, which explains why I do like the physics. Sonic physics were pushing traditional platformers to the limit because he controlled very much like a pinball. They did tone down his pinball-ness though, and I do suppose that helped make it more accessible to gamers of all types.

  6. Facemeat

    At first, I thought that part was incredibly hard, but what you need to do is get the ball rolling, wait for it to get midway through, then jump to the other side. It’s actually fairly easy. Anyhow, I kinda enjoyed the trial. The ultra slippery controls really need to be fixed though.

    1. HeelTaker

      Yeah same here Facemeat, I was just about to throw in the towel at that bit then I worked out an easy as solution of just working from right to left at normal pace then left to right really slowly so the monkey wouldn’t affect the big ball then repeating the process until I was there, very easy once you suss it.

  7. HeelTaker

    This game is an absolute STEAL at 200 points, huge fan.

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  10. Tom Batchelor

    Strangely, I don’t care that much that this is physics-based as opposed to ordinary platformer controls. I like big, appealing, well-designed platformer levels, and this has a ton of them :)

    Oh, but yup, the controls did take a while to get used to.

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