tyrants-not-found-team 2015-12-15 12:28
Funny :D
I like the 3D play and exit buttons as part of the game.
Maybe having an explosion with all that items would be awesome.
Good job!
Cheers,
Morco (tyrants.not.found team)
Foon → Ludum Dare Explorer → LD34 → Seicho Boru
By robert
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 1 | 100 | ||
| Humor | 69 | 3.83 | ||
| Fun | 251 | 3.50 | ||
| Overall | 315 | 3.53 | ||
| Audio | 356 | 3.31 | ||
| Mood | 362 | 3.40 | ||
| Theme | 389 | 3.80 | ||
| Graphics | 572 | 3.34 | ||
| Innovation | 853 | 2.60 |
Funny :D
I like the 3D play and exit buttons as part of the game.
Maybe having an explosion with all that items would be awesome.
Good job!
Cheers,
Morco (tyrants.not.found team)
I simply loved it and laughed out loud.
I usually like watching/reading dialog cutscenes, but I appreciate when games let you speed through them a la pokemon. I can read faster than the words appeared and I was losing patience, wanting to get to the game but also wanting to see what you'd put together. Great implementation of katamari!
Awesomely done! Menu is great. You even have a story ;) Syncro reminded me of games like banjo kazooie.
This game is fun.
Pretty cool!
Nice graphics and cool sound track!
Pretty good all round game, gameplay, graphics audio is all good and most importantly its fun to play.
A very impressive katamari clone. I'm surprised you were able to replicate so much of the game in three days! I do wish there were some more original elements to let the game stand out on it's own. Really this plays as katamari without some key mechanics that make it great (knocking into buildings, etc). But it is a nice send up to one of the greatest games of all time.
I liked it a lot! The intro seemed to drag on a bit, but it was funny at the same time, which helped. The narrator was hilarious, the story was funny, and it all tied together really well. The sounds were great too. The narrator's speech sound was funny and fitting, and the noise when you picked up items was really satisfying. Awesome job!
Nice! I feel like there could be more variation in sizes of objects you can add and the ball size growing seemed to go only to some rather low maximum. Otherwise it is really cool.
Much fun! The models looked great, and katamari-type games are my favorite!
Really impressive to see that done in three days! The intro dragged on a little (I only saw just before I finished it the text saying you can skip it - that needs a bit more contrast). Love the art style, what audio there is is nice but the whole game's a little quiet, but overall lots of fun.
It's katamari damacy, more or less, and you've definitely managed to copy over a lot of the charm from it, between the music, the fabulous king of the universe, and the kitchy artstyle.
But the satisfaction of gathering things is limited, for two reasons:
-first: in Katamari Damacy, when you ran over an object, it'd stick in place on your katamari. This would make for weird irregular shapes that became harder to control, and would ensure that whatever was last put on the ball would be visible. In Seicho Boru, you threw all the objects the player gathered into the center of the ball at random rotations, which just made a lot of clipping issues and a bit of a mess. On top of that, late-game it didn't feel like a "add things to the pile" game so much as a "collect things to grow your size arbitrarily" game, since things would vanish before I reached them and get attached somewhre I didn't see them.
The solution to this would be, when you pick up an object, to SetParent to the ball, but not to touch the localPosition of it.
-second; katamari's difficulty and appeal came from the constant increase in the size of things you could pick up. In Seicho Boru, pretty much everything is the same size (within a small margin of error that you overcome in the first minute of playing), so there doesn't seem to be any point in growing, other than to reach the end of the game. I think it would be a much better game if you varied up your model sizes a fair bit more; any given area should contain a mixture of things you're able to gather at that level, and bigger things for context and challenge.
Smaller issues include the intro taking way too long. The character's nice and the writing is funny enough, but it just drags on way beyond its welcome. In writing cutscenes, less is more. Also, the ball gets weird behavior when hitting some walls (most notably the south of the menu select), where it floats up toward the camera.
Overall, the writing's cute and you've nailed the aesthetic, but some of the balancing needs work.
I can't do anything? Nice music though.
I love the idea here and the style of everything. However the streets are far too small and I managed to get stuck between too buildings and couldn't move any more.
It is basically Katamari.
This is so much like Katamari Damacy I was trying to dash. I like how it doesn't have the fixed camera zooms but scales up naturally.
Fun!
Nice implementation of the Katamari formula! Good atmosphere with the talking dude and ribbidi-voice (I just invented that word) and general feel. Well done.
Also, please re-compress your OS X build with a program other than RAR, as rar screws up unix permissions and makes the game unrunnable until you make the binary executable again.
And, of course, I would be remiss to mention my own entry which uses a similar mechanic, but in quite a different context.
Nice. However, the beginning of the intro is a bit too long.
That was really fun, it left me wanting to get bigger though!
Good audio and nice use of the theme
Humor is spot on!
Pbaa pa bapabpa, funny ;)