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Author Comments

Use an assortment of shooter marbles, like the Shockwave or the Assassin to knock other marbles out of the play area in this physics-based game.

Use 'Space' to activate your current shooter's power (if it has one). Click and drag on the world to pan, and use the scroll wheel (or +/-) to zoom in/out. 'R' resets the zoom level and centers on the play area.

This game is still under heavy development. More levels, UI polishing, bug fixes, and more are forthcoming, hopefully in short order.

This game was created using FlashDevelop and the Flex SDK by a small team, and is our first foray into Flash programming and game design.

-Basic marble aim assist
-Better scoring system. You'll now get points even going over par, just not as many.
-Marbles launch with a bit more force
-Other small fixes

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Nice start. Not very flashy but still nice. I understand that the game is a work in progress, and I do have a few comments/thoughts to help you on your way.

1. Try making the zoom/scroll controls separate from the mouse. It can get really frustrating when you accidentally move the play field while trying to quickly do shots. and in some browsers it doesn't grab the mouse wheel so attempting to zoom results in the page moving. Try simple zoom in/out commands in the menu, and maybe set the arrow keys to scroll the field.

2. The scroll resets when you reset the level. This can be annoying if you move the field for a reason.

3. The instructions are linked to the field which make them difficult to read depending on the zoom. Try making them separate.

4. An explanation of each ball type would be nice especially if you plan on adding more. Consider adding a tutorial level that is sandboxed so you can use any type of ball you want to see it's effects.

5. Sounds might be nice, so would some simple music, but be sure not to create a bad juxtaposition to the general tone of the game.

6. It would be nice to see the following while in the level. The current level time, the par level time, the par number of shots.

7. Either consistency in the behavior of the out of bounds zones, or something to differentiate the different types. What I mean by this is the bounding zones should either be the ball touches it and is gone, it has to pass all the way into it, or make multiple types to cover their different behaviors. Don't forget to explain these in the tutorial/sandbox level as well.

I thought it was fun, and I think it could be much more fun when the game is finished. I do look forward to it. Giving this a 3/5 and 7/10 and I hope it lives up to what it could be. Keep up the good work.

beangonz responds:

Thanks for the in-depth feedback! We plan on addressing all of those points and more.

In the mean time, you can use the keyboard to zoom (- and = keys, or + and - on numpad. You can also hit R to reset to default), and UI elements will follow when we get a chance.