

ZRoll
KxONE · 2017 · Casual, Action, Indie, Adventure
PC
Mixed58% · 144 📉 Recent reviews down 39%
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About ZRoll
✦ AI summary
Navigate treacherous platforms and mechanisms across challenging levels while collecting ancient totems and unlocking achievements in this demanding puzzle-platformer. Experience dynamic gameplay through multiple time-of-day and weather variations that transform each level's difficulty and solutions.
In ZRoll you will encounter many difficult levels. You will need to jump over the platforms, use different mechanisms and collect ancient totems to earn achievements and pass the levels. The game has several levels. Each level can be passed with different time of day and weather.
- Challenging levels
- 300 achievments


- Challenging levels
- 300 achievments
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What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
[h1] Another ball rolling game with bad level design and disastrous control. [/h1]13 found this helpful
Another useless rolling ball asset flip. Thankfully they gave up in 2019.
Recycled levels
ZRoll is a minimalist yet demanding indie platformer developed by KxONE, Andrew Drumov, and starmops, and published by Bitlock Studio. It takes a traditional approach to precision platforming, offering a straightforward test of timing, reflexes, and patience. The concept is simple: move through a series of compact stages, avoid traps, manipulate mechanisms, and collect totems scattered across increasingly treacherous environments. There is no elaborate backstory or narrative structure; the game’s focus is purely mechanical. Every stage is built to challenge precision and consistency, drawing inspiration from classic skill-based platformers while keeping its presentation clean and uncluttered. This simplicity is both the foundation of its charm and the source of its limitations. At its best, ZRoll succeeds in distilling platforming down to its purest form. The levels are tightly constructed, rarely wasting space, and each obstacle serves a clear purpose. Jumps must be timed to perfection, switches must be activated under pressure, and hazards often leave no room for hesitation. The game operates with an almost rhythmic quality—the player learns to move in patterns, to anticipate, a…
The levels were maddening for me. It's not the first game to feature a ball as the player character, but it's simply not executed well.
Game gave me vibes of modernized Marble Madness, which on itself was not bad thing. You control ball on various levels collecting flaming totems. Graphics nice enough, music just ambient. Controls are difficult with ball's acceleration and deceleration not making movement intuitive. Frustrating movements when it falls from some top levels down to depths of ocean and you have to roll and jump back up. Game have six levels, but they are all the same through different graphics filter. Collecting 50 flaming totems once is enough. Graphics can't make translucent water so levels which are near surface take camera higher and you have to make movements blind. Difficult and frustrating, not something I'd like to relax with. Aside that there aint't much extra bling in game, not even title graphics.
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