MapPool – Strategic physics puzzle (Godot 4)

Hello everyone :waving_hand:

I’d like to share a project I’m currently working on called MapPool, a physics-based territorial control puzzle inspired by billiards and curling mechanics.

The core idea is simple:
you use cue ball shots to move balls around the board and gain control of strategic zones.

Main mechanics:

• Cue ball shots consume limited energy
• The objective is to control zones on the map
• Strategic rebounds and positioning are key
• Every shot becomes a tactical decision

The game is being developed in Godot 4.

I’m currently working on the Vertical Slice, which demonstrates the core gameplay loop and the main mechanics of the game.

:video_game: You can already play the Vertical Slice here:
https://aki7an.itch.io/map-pool

:movie_camera: Devlog video:

This post will also serve as a devlog thread, where I’ll share future videos and updates as the development progresses.

Any feedback from the community about gameplay clarity, mechanics, or overall design would be greatly appreciated.

Thanks for reading!

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English audio version of the first DevLog 0

I just gave it a spin, and filled out the questionnaire at the end. I like the nice clean look, it suits the quiet gameplay. Quite satisfying already :slight_smile:

Mainly, it would be nice with a longer aimer, in terms of how far you can have the mouse from the zero point. It’s quite a short distance in mouse movement from zero to max force.. extending that will make it easier for the player to set velocity and easier to aim.

Apart from that, you really just need more interesting levels, maybe with a few more features - things that make physics sense like adding smaller balls that behave like lighter objects, slopes, low-friction surfaces, or whatever you can come up with :slight_smile:

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Thank you very much phoenixdk for trying the Vertical Slice and sharing your feedback. As you mentioned, the aiming system still needs refinement—I’m planning to extend the power selection range of the triangles, which should improve usability.

On the other hand, I’ve recently expanded the game’s elements and mechanics, and I’m currently working on the level design. I’ll probably release another video this week or next, likely focused on sound design (which is my original background), and I may also share an update on the project’s current state with the latest changes.

Best regards.

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