Critical Play: Factory Balls

For this week’s critical play, I played the game Factory Balls. Factory Balls was developed by Bart Bonte in 2008 and can be played on various platforms such as iOS/OS, Desktop, Android, and Windows. The game is single-player and intended for people of all ages over 10. 

The game works by showing the user a box with a desired ball design that they need to replicate. The user is given tools they can use: belts, hats, goggles, and more, which can all mask or interlay colors based on what order they are used in. When used in the correct order, the tools allow the initial plain ball to match the goal design so the user can then move on to the next level. The game design is abstract but intuitive enough to pick up really fast. At the beginning, I found myself clicking around not sure what to do, but after pressing 2 or 3 buttons it became clear what I was meant to do. 

The three main mechanics of the game are pattern and shape recognition, level progression, and resetting. WIth pattern and shape recognition, I noticed after a few levels it became a lot more intuitive for me to see a pattern and understand what layers need to come first. This mechanic influences the experience of the game because there is progressive overload which allows the user to develop an eye for it as it gets more challenging. One main element of the game is that you have infinite attempts at matching the pattern, so it becomes a trial and error game. This is a key part of the experience because it lowers the stakes and encourages getting a feel for order. 

For the level progression mechanic, the game features 14 progressively challenging levels. Each level introduces new elements and complexities which allows players to build on the knowledge they’ve acquired in previous levels. This progression keeps the player engaged and provides a sense of accomplishment. As you solve each level, the designs become increasingly intricate, requiring more precise application of tools and paints. This progressive complexity ensures that the game remains intellectually stimulating and rewarding throughout.

That being said, I believe that the game could benefit from a more structured sense of progression. While each level introduces new challenges, there is a lack of overarching goals or milestones that make players feel like they are working towards something. Incorporating some sort of narrative element or a series of milestones to achieve could enhance the game by implementing a sense of purpose and progression. This could also make the game feel less repetitive and more engaging over the long term.

Lastly, the ability to start over without penalty is a key mechanic. This feature encourages experimentation and learning from mistakes. If a sequence of actions doesn’t lead to the result we want, players can easily reset the ball to its initial state and try a different approach. This trial-and-error process is fundamental to the gameplay experience because it allows players to refine their strategies and develop a deeper understanding of the game’s mechanics.

Another suggestion I have for the game is that I noticed some ball coverings accomplish the same thing despite looking different. The snow hat and one of the belts both cover everything but the bottom quadrant, for example. This affects the game because it feels less intentional and prevents the user from being able to recognize a tool and immediately know how to use it.

For example, in this level, it is the same concept of splitting the ball into thirds, except now it’s jagged. It doesn’t feel exciting because it’s the same order as before where you do middle color first, top color second, bottom color third.

That said, I LOVE this game. It’s the perfect game for a mindless activity. The mechanics of pattern recognition, level progression, and the ability to reset shape the player’s experience by ultimately creating a simple yet engaging game.

 

About the author

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.