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Road to Ballhalla - Test, Geschicklichkeit, PC - 4P.de
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Veröffentlicht inTests

Road to Ballhalla (Geschicklichkeit) – Das etwas andere Rollenspiel


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© Torched Hill / tinyBuild

Road to Ballhalla(Geschicklichkeit) von tinyBuild Credit: Torched Hill / tinyBuild

Rhythmisches Rumkugeln

Flüchtig betrachtet handelt es sich bei Road To Ballhalla nur um ein Murmelspiel, wie sie vor sechs, sieben Jahren dutzendfach das iPhone überschwemmten. Das Design beschränkt sich auf ein paar geometrische Figuren; sogar die „Gegner“ sind schlicht und einfach größere Kugeln im Gitterdesign. Andererseits war es vermutlich eine gute Idee, als Ein-Mann-Team ohne Grafiker auf ein derart schlichtes Design zu setzen: So kommt wenigstens nichts Peinliches dabei heraus. Stattdessen versprühen die glühenden Bahnen durchaus einen gewissen minimalistischen Charme, der prima zu den herrlich entspannenden Synthie-Klängen von Nicholas Singer passt. Wer sich erst einmal auf den Weg nach „Ballhalla“ macht, merkt schnell, wie viel Liebe ins Spiel geflossen ist: Fast jedes einzelne Level bietet eine neue Überraschung: Oft muss man im passenden Rhythmus durch die musikalisch pulsierenden Fallen kullern, anderswo im richtigen Takt den Lasern ausweichen oder sie mit Hilfe eines rhythmischen Automatiksprungs überqueren. Anderswo ändert sich plötzlich die Perspektive, so dass man entweder umdenken oder den Controller drehen muss.

[GUI_STATICIMAGE(setid=80522,id=92530664)]
Wie in Ballance oder Marble Blast Ultra steuert man die Kugel direkt – statt den Untergrund wie in Super Monkey Ball zu kippen. Mit dem Analogstick bestimmt man die Richtung und boostet per Knopfdruck – das war’s schon! © 4P/Screenshot

All das fließt so leichtfüßig ineinander über, dass man schnell im Spiel versinkt: Nach und nach meistert man immer mehr Abschnitte des Labyrinths, das zwar nicht wirklich neuen Ideen bietet, bekannte Spieldesign-Tricks aber geschickt miteinander verknüpft. So lassen sich z.B. auch attackierende fette Kugeln wie „Miss Marble“ zum eigene Vorteil nutzen. Ich möchte nicht zu viel vorwegnehmen, aber sie sind ebenfalls auf motivierende Weise in das Mosaik aus Lasern, sammelbaren Orbs und Sprungfeldern eingeflochten.

Hochgradig albern

Auch versteckte Abschnitte und kleine Logikrätsel sind dabei, bei denen Quizfragen dem Spieler auf die Sprünge helfen. Komplett auf die Hinweise verlassen sollte man allerdings nicht, denn der Entwickler führt einen immer wieder mit fiesen kleinen Texten am Rand aufs Glatteis. „Lass dich hier vernichten, um herauszufinden, wie du deine Respawns auf 0 zurücksetzt“ – ja ne – ist klar! Die komplette Reise wird mit albernen Sprüchen garniert: „An diesem Ort bist du rhythmisch unschlagball……Weil Gründe.“ Ahhh ja. Auch das Level-Design wird nicht von Wortspielen verschont: So wird ein fettes „FU“ auf dem Weg plötzlich zu „FUN“. Reizend!

[GUI_STATICIMAGE(setid=80522,id=92530666)]
Klirr! Die resoluten Laser lassen nicht mit sich spaßen. Glücklicherweise wird die Murmel zeitweise immun – und zwar im Takt der Musik. © 4P/Screenshot

Schade, dass der Spaß in der „Kampagne“ schon nach rund zweieinhalb Stunden vorbei ist. Die Jagd auf weltweite Bestzeiten hat mich zwar noch eine Weile motiviert. Ich hatte aber keine Lust mehr auf die zahlreichen Wettrennen im Speedrun-Modus, die zum freischalten weiterer Bonus-Levels nötig gewesen wären. Der Menüpunkt mit geplanten Community-Levels lässt sich übrigens noch nicht erreichen, eine Twitch-Unterstützung gibt es dagegen schon jetzt.

 

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