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Klod's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #22 | 3.556 | 3.556 |
Theme Interpretation | #27 | 3.694 | 3.694 |
Overall | #29 | 3.396 | 3.396 |
Gameplay | #39 | 2.917 | 2.917 |
Originality | #40 | 3.417 | 3.417 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Great submission, lots of polish here that can't be ignored. I played through a few times but the actual win condition doesn't make much sense to me. You have to collect bones very quickly in order to win, if I understand correctly, but in my experience, the bones don't want to stick. I could roll over them slowly and it still felt like there was only a small chance they'd stick. The ground slam didn't help much either. Not sure if this could be performance related but performance was pretty good for me. Despite not being able to win, I did check out most of the level (I think), and really love the atmosphere.
Thank for playing our game! General tip would be to pick up smaller bones at the beginning so that it's possible to pick the larger bones (worth more point) toward the end. Similarly to Katamari, larger items are gated on picking up smaller ones. There is code to make it easier to pick up objects if moving faster (ground pound), but it is short-circuited by the "distance" check, so it doesn't help much :p oops...
Goth katamari. Very impressive. I had no performance issues on Firefox.
I'm on mobile (decent hardware) and game runs at < 1 FPS. Did you upload a Debug build?
No, in fact I even optimized beyond probably every other submissions using `-o3` rather than `-oz` and the binaryen `wasm-opt` tool (see The build script). I was myself experiencing slowness, so I made sure I put all the optimizations I could think of. I imagine you already tried disabling lights using the main menu "disable lights" option, this would me my first guess at a source of slowness on mobile. Otherwise, you are not the first to report unplayable frame rate and I need to run the game through a profiler, my best bet is physics if it's not graphic related.
I think I mentioned this in the discord but when I saw the theme was combine my first thought was a katamari game and then thought "nah that's impossible" and here you went and did it! This is super cool and I really dig the dark vibe. And a level editor?? Really great job!
Presentation is really nice. I liked the dark souls kinda vibe :) Camera was misbehaving at times.
Interesting concept, but needs more work. Currently it is quite disorienting. Maybe because the performance on my laptop was rather bad. But it seems that camera control adds to the confusion. Maybe it’s not necessary to have separate orbiting camera and character motion? Together with monotone colors it makes comprehending the environment difficult.
I went with the classical 3d plateformer orbit camera with a collider, which is known to be disorienting, especially indoors. This was a contentious point in the team at the beginning of the jam, because we opted for an indoor setting despite knowing we would depend on an orbit cam. This is why btw a few of the corridors have an open roof or very high ceiling. There is a few cramped places, and indeed the camera in those is really bad, I'm sorry.
The classical solution to this is mark some geometry as traversable for the camera, and use one-sided geometry. I actually had implemented such system, (The SEEAG collision group here) it would have been especially useful to mark columns with it. But due to the way the level was designed and time constraint, I didn't have the time to make it work.
Katamari's controls themselves are unique: You use the two sticks of the controller to steer the ball in a direction, as if the left stick and right stick were mapped to the left and right hands of the Prince, the camera is fixed in the direction you are moving toward. It's worth noting that Katamari is a very old game, and was made before any insight on good camera controls existed, and in my opinion the camera is probably the worst part of Katamari. So I doubt that locking camera to character motion would have helped. I opted for the orbit cam with independent directional control because I was expecting most players to use keyboard, so I developed and tested with keyboard, only adding controller support later. Katamari controls were actually planned, if only as a nod to an amazing game and inspiration, but I didn't have enough time to get them in-game.
I speedrun your game :)
Wow that's fast ahah, definitively faster than I ever achieved. I think I know what you did, and that's very clever, definitively thinking outside the box ;)
Edit: Nevermind. Can you beat that 😈?
I think I might be letting my competitiveness show, but how's this? I also managed to complete it with 107 seconds remaining once but didn't generate enough mana to pass the ritual. Very fun game to play, had a great time rolling around gathering bones and becoming more and more unwieldy as I increased in size. Very impressed how you managed to get the Katamari mechanics working, and though I had some difficulty sometimes getting the bones to actually stick, the ground slam helped a lot with this and mobility. Could definitely see myself losing a few hours to this game if it was expanded with more levels.
Congratulation, you beat the developer time! It's the best part of any score-based game, isn't it?
Game has lots of performance issues, but was fun to play
For future players, I recommend either avoiding full screen or disabling lighting if you don't have a beefy computer. A good frame rate really makes the game more pleasant to play.
Oof, this is a bit of a seizure-inducer.
Yeah, I'll post it here, because there is no excess of caution: MACOS Chrome users WARNING: A bug in the renderer might cause the first couple seconds of the web version loading to contain strobing lights! Please close your eyes.
Oh, I did see that warning. But I'm on Windows, and it wasn't just the first few seconds. But fortunately I don't actually suffer from seizures, so no worries on that front.