Compara los precios de Road to Ballhalla en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Torched Hill. Publicado por tinyBuild. Lanzado el 5/8/2016. Disponible en PC, Xbox. Géneros: Action, Adventure, Indie, Racing. Puntuación Metacritic: 75/100.

A neon ball-roller that actively trolls you while you play and somehow makes that fun - punishing enough to sting, charming enough to pull you back for one more run.

I went into Road to Ballhalla expecting a chill marble-roller and got absolutely destroyed by a game that laughs at me while I fail. That is, genuinely, a compliment. Torched Hill built something that sits in the overlap between rhythm game and top-down puzzle, and the crossover works better than it has any right to. You roll a small ball through 24 levels spread across four worlds - Corollia, Ballderaan, Dagoball, and Rollin IV - dodging lasers, red damage tiles, instant-kill blue squares, and giant warballs that hunt you down. The core controls are minimal: move in any direction, or trigger a boost dash that doubles your speed but turns any red-tile hit into instant death. That risk-reward tension around the boost is the game's most quietly brilliant mechanic. What separates this from a hundred other ball-rollers is how hard the music does actual work. The soundtrack is by Emmy-nominated composer Nicholas Singer, and every hazard in the game fires on the beat. Red floor panels flash on and off in time, laser sequences cycle rhythmically, turrets pulse to the tempo. Once it clicks, you stop thinking about patterns and start feeling them, which is exactly what a good rhythm-puzzle hybrid should do. The three level types - puzzle, rhythm, and speed - each demand a slightly different skill set. Puzzle stages ask you to manage blue pellet keys against instant-kill tiles, rhythm stages reward you for locking in to the beat, and speed stages are pure precision under pressure. The troll narrator deserves its own paragraph. Floor text misleads you from the opening tutorial onward, deliberately sending you into hazards, then mocking you for it. It is sarcastic and genuinely funny in a way that a lot of indie games aim for and miss. What keeps the humor from souring is that the difficulty itself is fair. Checkpoints are frequent enough that dying thirty times on a single section never feels like lost progress, just lost pride. The boost-to-instant-death trade-off is always a player choice, not a cheap gotcha. And the per-level objectives - finishing the stage, keeping your death count below a threshold, collecting all scattered orbs - layer replay incentive without gating casual players out entirely. The weak spots are real, though. The base campaign can be rolled credits in around two hours if you play loose and skip collectibles. The difficulty curve is also inconsistent: levels are grouped into chapters but cycle between puzzle, rhythm, and speed without warning, so you can breeze through one stage and slam into a wall on the next. There is no option to skip a level, which becomes a genuine frustration point in the back half. For completionists, the full unlock path including the post-game scavenger hunt and Rush mode time trials pushes the clock toward twelve hours, but that figure assumes a tolerance for repeated failure that not every player will have. One more thing worth noting for the co-op crowd: this is a strictly single-player game. No split-screen, no local co-op, no shared suffering. You watch your friends play, not with them. Gamepad support is solid on both PC and Xbox, and the responsive controls mean deaths almost always feel earned rather than input-failure. If you like the idea of a rhythm-aware puzzle game with sharp neon visuals, a legitimately good electronic soundtrack, and a personality that will absolutely make fun of you, this is a very good version of that thing. If you need a party game or something to unwind with after a long Saturday, look elsewhere. Riley, Scout Team

Road to Ballhalla

Road to Ballhalla

5 ago 2016Torched HilltinyBuild
GamerScout opina

A neon ball-roller that actively trolls you while you play and somehow makes that fun - punishing enough to sting, charming enough to pull you back for one more run.

PCXbox
Steam Deck VerifiedProtonDB Gold
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Mínimo histórico: €0.22

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Acerca de Road to Ballhalla

I went into Road to Ballhalla expecting a chill marble-roller and got absolutely destroyed by a game that laughs at me while I fail. That is, genuinely, a compliment. Torched Hill built something that sits in the overlap between rhythm game and top-down puzzle, and the crossover works better than it has any right to. You roll a small ball through 24 levels spread across four worlds - Corollia, Ballderaan, Dagoball, and Rollin IV - dodging lasers, red damage tiles, instant-kill blue squares, and giant warballs that hunt you down. The core controls are minimal: move in any direction, or trigger a boost dash that doubles your speed but turns any red-tile hit into instant death. That risk-reward tension around the boost is the game's most quietly brilliant mechanic. What separates this from a hundred other ball-rollers is how hard the music does actual work. The soundtrack is by Emmy-nominated composer Nicholas Singer, and every hazard in the game fires on the beat. Red floor panels flash on and off in time, laser sequences cycle rhythmically, turrets pulse to the tempo. Once it clicks, you stop thinking about patterns and start feeling them, which is exactly what a good rhythm-puzzle hybrid should do. The three level types - puzzle, rhythm, and speed - each demand a slightly different skill set. Puzzle stages ask you to manage blue pellet keys against instant-kill tiles, rhythm stages reward you for locking in to the beat, and speed stages are pure precision under pressure. The troll narrator deserves its own paragraph. Floor text misleads you from the opening tutorial onward, deliberately sending you into hazards, then mocking you for it. It is sarcastic and genuinely funny in a way that a lot of indie games aim for and miss. What keeps the humor from souring is that the difficulty itself is fair. Checkpoints are frequent enough that dying thirty times on a single section never feels like lost progress, just lost pride. The boost-to-instant-death trade-off is always a player choice, not a cheap gotcha. And the per-level objectives - finishing the stage, keeping your death count below a threshold, collecting all scattered orbs - layer replay incentive without gating casual players out entirely. The weak spots are real, though. The base campaign can be rolled credits in around two hours if you play loose and skip collectibles. The difficulty curve is also inconsistent: levels are grouped into chapters but cycle between puzzle, rhythm, and speed without warning, so you can breeze through one stage and slam into a wall on the next. There is no option to skip a level, which becomes a genuine frustration point in the back half. For completionists, the full unlock path including the post-game scavenger hunt and Rush mode time trials pushes the clock toward twelve hours, but that figure assumes a tolerance for repeated failure that not every player will have. One more thing worth noting for the co-op crowd: this is a strictly single-player game. No split-screen, no local co-op, no shared suffering. You watch your friends play, not with them. Gamepad support is solid on both PC and Xbox, and the responsive controls mean deaths almost always feel earned rather than input-failure. If you like the idea of a rhythm-aware puzzle game with sharp neon visuals, a legitimately good electronic soundtrack, and a personality that will absolutely make fun of you, this is a very good version of that thing. If you need a party game or something to unwind with after a long Saturday, look elsewhere.

Riley
Riley · Scout Team

Sports & racing

Etiquetas

singleplayerachievementscontroller-supportworkshopcloud-savestier:aaaRhythm-PuzzleTroll NarratorRush ModeScore AttackLevel EditorSteam WorkshopNeon AestheticCompletionist Depth

Requisitos del sistema

Mínimos

OS
Windows 7/8/8.1/10 64bit
Memory
4 GB RAM
Storage
1 GB available space
Graphics
NVIDIA GeForce 550 GTX / AMD Radeon 5770 HD series card
Processor
Dual-Core Intel or AMD processor
Sound Card
Who cares?

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Reseñas y valoraciones

Metacritic
75

Información del juego

Desarrolladora
Torched Hill
Distribuidora
tinyBuild
Fecha de lanzamiento
5 ago 2016

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¿En qué plataformas está disponible Road to Ballhalla?

Road to Ballhalla está disponible en PC, Xbox.

¿Cuándo se lanzó Road to Ballhalla?

Road to Ballhalla se lanzó el 5 de agosto de 2016.

¿Quién desarrolló Road to Ballhalla?

Road to Ballhalla fue desarrollado por Torched Hill y publicado por tinyBuild.

¿Merece la pena comprar Road to Ballhalla?

Road to Ballhalla tiene una puntuación Metacritic de 75/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.