Kaoamaru Kaiju by SplitPainter
When these devastating natural occurrences come, it's because the environment has been mistreated and is showing righteous anger.
Play now on Itch.io (Web and Desktop versions)

About
A short, dark interactive story, where the Kaiju Kaoamaru arises. With atmospheric music and visuals inspired by PS1 games and Half-Life, all done from scratch for the jam (alone, no team).
Kaiju: from Japanese "strange beast". From my point of view, "planet protectors".
Made with: Blender, Godot, LMMS, Audacity.
Post Mortem: published here.


Endings and Gameplay Mechanics That Were Planned
WARNING: Spoilers ahead, if you want to wait for the post-jam version, do not read :)
- A hidden statue in each island, with different sizes. The size of the statue reflects the size of the Kaiju in that island (tho they are 1/50th of the size of the main Kaiju which is 540 meters tall).
- A meditation command sequence would raise a statue in an island.
- The smaller Kaiju of that island would be controllable. With that Kaiju, you would kill humans and explode buildings, charging up.
- After charging up, you would shoot a ray at Mount Kaoamaru, to keep charging the Mount red gem.
- After 3 smaller Kaijus charged up, you could play the final sequence to raise the main Kaiju and finish the game, even although not being the true ending, since 3 Kaijus is not enough to annihilate everything.
- But you could charge 6 Kaijus (all islands) to fully charge Mount Kaoamaru and give full power to the main Kaiju, effectively destroying everything in the world, to clean it up.
- The secret ending would be protecting the monk temple with a hidden medidation sequence, but that would still not be the true ending. The true ending is the monks dying as well. Nothing can be alive to keep the planet alive.
A Cry to Save the Planet
Our land... Devastated and bleak...
And then for progress... Devastate somewhere else?
We can't even protect our own.
We are too many. Numerours... Uncontrollable...
Note: I planned 6 endings and 3 gameplay mechanics, but the scope was too big.


Ratings
| Overall | 1988th | 3.14⭐ | 116🧑⚖️ |
| Fun | 2467th | 2.351⭐ | 113🧑⚖️ |
| Innovation | 1554th | 3.116⭐ | 114🧑⚖️ |
| Theme | 2356th | 2.815⭐ | 113🧑⚖️ |
| Graphics | 557th | 4.073⭐ | 118🧑⚖️ |
| Audio | 681th | 3.522⭐ | 116🧑⚖️ |
| Mood | 298th | 3.943⭐ | 116🧑⚖️ |
| Given | 141🗳️ | 230🗨️ |
I think I would enjoy a kind of contemplative and narrative game with this style. I won't rate it on the "fun" part but everything else is fine for me! Good job.
@thebeka thank you!
The kaiju's design is my favorite.
How did you guys painted and maped such a pixelated texture? In Blender?
@kevin-meissner thanks for the feedback. Love seeing the different reactions. May I ask why did you feel fooled?
@eyesoflamia I wrote a big poem for the lore, but unfortunately couldn't fit into the game. Thank you!
@toxichouse thank you! Glad you enjoyed. The Kaiju texture was tricky for me. It is basically 6 different textures of rocks, grounds, grass, etc, scaled down to 128px then strecthed to 512px, creating that mood and look of something organic.
@max-louis Glad that you liked it :) Thank you!
Well done!
@devastus thank you! I plan to develop it further and maybe even turn it into a completely diferent game, specially the Kaiju model, which I loved so much. Btw, your game was very very chill!
KAOA MARU
KAOA KAOA
MARU
I am a sucker for more contemplative games / visual experiences, and this one is definitely one of the best I have seen in a Ludum Dare. Some of the shots / camerawork had a quality I was definitely not expecting in a gamejam. You totally nailed that otherworldly aesthetic. I look forward to seeing more experiences like this from you. One of my favourites, awesome work !
I'd say to really get to the PSX aesthetic it needed some more stuff, but understandably that must be very hard to do in 3 days, especially in Godot where there aren't any pre-existent fancy PSX graphics plugins and such.
I think it could've used some more models and stuff lying around (maybe more floating islands?), it was quite empty, though enough to be presentable.
@rakowu awesome that you felt it :D Thank you!
@jlv KAOA [intense pause] MARU! Thank you! So it seems it was worth it investing 6 to 8h scripting the camera movements :)
@redhermit Thank you!
@730 thank you! I had the PSX shaders ready, but there wasn't time to make sure they would look good all connected. Also, I modeled 6 islands designs (factory, war, city, etc) which would make more sense for that intro (I.e. "Over-populated... Exhausted...") and human models with animations, but no time left to put in game too xD
Thank you for game experience)
@virtuaworlds thank you! Planned a lot of gameplay, you would have to basically energize the mountain with smaller Kaijus (see the crystal at the top of the mountain). But working alone is tough to do all of this stuff from scratch, so I focused on the lore and movie aspect of it.
@arthurds I think you still won on the weirdness aspect xD (which is a good thing, IMO).
Some camera movements in the intro feels a bit awkward because of its speed though.
Nice job! I'm going to read the postmortem now.
@bluecalx if you remember which one, can you tell me which one was fast? So I can adjust.
@azagaya thank you! There is no post-jam version yet. Probably will take me some additional days :) What I have done, is published the Post Mortem (which includes some notes about Godot and Blender): https://ldjam.com/events/ludum-dare/46/kaoamaru-kaiju/kaoamaru-a-dark-atmospheric-narrative-ps1-like-post-mortem-1
The creature model is really cool, has a bit of a creepy legendary Pokemon vibe to it. All in all, despite the short narrative it had an attractive cohesion and the sparseness of the design left much to be desired in the best way possible; the short glimpse into the universe you crafted raises so many questions I'd like to see answered.
Very well done making something so moody and pretty in such a short time :grin:
👍👍👍
I like the PS1 style (and its a great graphics style to go for if you're working alone because it saves time while it pleases everyone who is old enough to value it :smile: ), I'm not sure if you implemented a shader for the "wobbly" polygons, if yes it was very subtle and could have been more obvious just to add to the PSX feel.
**Also: thumbs up for providing a linux version**, most people here unfortunately don't even if they use engines that can export those with minimum effort.
"Played" on stream: https://www.twitch.tv/videos/600003848
It really had the vibes of PlayStation 1.
After that what I saw.
Please tell us what are teh other mechanics and the endings you planned. Iam really interesting in it and totally curious.
Well Done. An Awesome piece of Art, I would call it :)
Xen in half-life was the first thing to come to mind when I saw this.
The song also had a very unsettling mood which worked well.
Of course there isn't much going on but what is is all really good.
See you next Ludum Dare! Keep up the good work.
If you want to know the timestamp of when your game was played you can see it in this spreadsheet:
https://tinyurl.com/yau8hjzn
And then look in my latest videos and find your game being play (after the current stream ends)
https://www.twitch.tv/ursagames/videos
@jbdev thank you! That was the idea :) Even although I didn't have time to plug the distortion shader.
@kamekai wow, that's a very detailed feedback - thank you!
- _the short glimpse into the universe you crafted raises so many questions I’d like to see answers_: I'll try to answer those in a post-jam version, if I ever finish it.
- _The creature model is really cool, has a bit of a creepy legendary Pokemon vibe to it._: what a cool perspective. I never thought about that, it makes total sense. My main inspiration is Final Fantasy VII, japanese movies and Silent Hill.
You are also right about the wobbly texture, @kamekai: I didn't implement the PSX Shader for that, but mostly for lack of time.
@animaster do it :) Godot is quite straightforward and very lightweight.
@curleysam thank you! _Very Final Fantasy esque and the environment reminded me a lot of Skies of Arcadia_: You got it :) It's inspired from FF7 Ruby and Diamond weapons (+ Castle of The Sky Laputa). I'll check Skies of Arcadia. Edited: I checked Skies of Arcadia and wow, my game feels like it in terms of the floating islands indeed. I feel like playing that game now.
@kiririn51 Whoa thanks for bringing up Panzer Dragoon, quite an honour that it reminded you of that! I was inspired by FF7, Silent Hill and Studio Ghibli, but it great to hear it bringing other sources.
@duke Sorry that you felt that way. I planned adding gameplay, but then I spent all my jam time doing the 3D stuff, making music and scripting the cinematics (bulk of the work was in the intro and outro). So you can see it is quite not a good idea to work on lore and cutscenes in jam games :dog: I think maybe if I had a team, this game would still be out of scope for the jam.
@laserpanzerwal thank for the detailed feedback.
- _ I assume you wanted the game to have multiple choices the player could make by pressing certain keys._: I actually planned "real" gameplay, with 3rd person controllers, etc. But doing everything alone in a game with such a big scope and production value is really hard, plus doing all from scratch - it was a dumb choice from my side.
I actually finished the Kaiju, including rigging and animations Saturday, so I could have used it to go straight to implement gameplay. But then I decided to play around with the intro and ending and when I saw it was late Monday :sweat:
- _ great graphics style to go for if you’re working alone because it saves time while it pleases everyone who is old enough to value it_: yes, it seems to be working :) Also it is the style that I know how to do the best, specially due to UV Unwrapping.
- _ I’m not sure if you implemented a shader for the “wobbly” polygons_, unfortunately I didn't, because Godot would require me to changing EVERY material in the models. I have to find a way to add wobbly PSX shader to the screen itself.
- _Also: thumbs up for providing a linux version_: cheers! I use Linux at work, so I know the feeling.
@flomino thank you and glad that you dig the visuals :) In next Ludum Dares I plan to keep the same visual style, it is what I do best regarding game art. I still plan to do a post-jam version with gameplay, 3rd person controller, etc. But even a post-jam still feels out of scope. The idea is too big.
@alphazeba thank you!
@royalsoup I'm planning the post-jam version :) Still a lot of work left, tho!
@jake-marks thanks for playing on your stream! As for full game, lots of stuff planned, little to no time left in the game, and for a post-jam version, still a lot of work hehe.
@crazyrems I re-exported for OS X, maybe it will work now. Please let me know :)
@death-is-cold @szkocka thank you. It was tough enough to do everything from scratch and all those cinematics, and then no time left for the gameplay, ironically. I'm planning a post-jam version where I implement the planned gameplay, but still a lot of work to do. Too big of qscope for a jam game, by 1 person, all done from scratch :sweat_smile:
@deathstorm thank you! Gameplay would be as follows:
1. A hidden statue in each island, with different sizes. The size of the statue reflects the size of the Kaiju in that island (tho they are 1/50th of the size of the main Kaiju which is 540 meters tall).
1. A meditation command sequence would raise a statue in an island.
1. The smaller Kaiju of that island would be controllable. With that Kaiju, you would kill humans and explode buildings, charging up.
1. After charging up, you would shoot a ray at Mount Kaoamaru, to keep charging the Maount red gem.
1. After 3 smaller Kaijus, you could play the sequence to raise the main Kaiju and finish the game, even although not being the _true ending_.
1. But you could charge 6 Kaijus (all islands) to fully charge Mount Kaoamaru and give full power to the main Kaiju, effectively destroying everything in the world, to clean it up.
1. The secret ending would be protecting the monk temple with a different medidation sequence, but that would still not be the true ending. The true ending is the monks dying as well. Nothing can be alive to keep the planet alive.
@ursagames thank you for playing it on the stream!
@marcusnystrand @chambre19 @dextreon thank you! I plan to keep making games with this kind of aesthetic in the upcoming Ludum Dares and Game Jams in general. Follow me here or https://twitter.com/SplitPainter if you want to see more!
@drevilbrain this may be helpful for you: https://www.youtube.com/watch?v=m3Wf-EegBgg
I updated the game page with detailed planned gameplay elements - as you can see, quite huge scope for one person. By Saturday I had the art done, if I focused the remaining days doing those mechanics instead of the cinematic, I would have done the game in the game - without the cinematics.
I really love the ps1 look! Are you doing anything special with shaders/post, or is it all in the textures?
I had read a comment or two going in about the lack of gameplay, so with my expectations set accordingly, I really enjoyed this little scene! I'll keep an eye out for any future update you might do, since reading over your plans and such I think it could make for something really quite unique!
What I like is that you didn't try to follow any tropes, you just created something new and atmospheric.
The graphics look cool. It is visible that you put a lot of work and passion in them. I really like the colors, especially the contrast between the red of the sky and the blue of the mountain.
The camerawork was dizzying at times. When you don't have to convey extreme action, I feel like it's better to keep the camera speeds slow and stable.
Not a lot of gameplay, but I think it has potential. Could be a cool trippy narrative experience.
Keep it up!
Other than the lack of gameplay, my only criticism would be that the camera was moving a bit too fast in the cutscenes for my taste.
PS: Thanks for rating our kaiju game as well, sorry for the bad controls, we also had a hard time finishing it in time, so had to compromise on wonky autoaim :P
@legavroche thank you :) You can follow me here or Twitter https://twitter.com/SplitPainter to keep an eye for the upcoming progress :)
@francisco-lucas valeu! Interessante que você achou assustador em algum aspecto também :) Em termos de atmosfera, acho que nada bate o seu jogo - ele ficou animal!!!
@madalaski you are totally right about the FFVII inspirations, specially Ruby and Diamond Weapons. Glad that the game could awe you :)
@kjscott @sibi @trigueiro @munmungames @tom-robson @fabian-g thank you!
@bereg thanks! You are completely right on that :) My first step when making it was coming with something from scratch, something that has never been done before.
@gimblll haha cool! That's an interesting take "90’s cyberpunk dream"
@scott-steffes > Makes me think of the original N64 Evangelion game
Interesting comparison. I didn't play Evangelion back then, but I just watched a video and I can def. see similarities.
@guyunger thank you! A CRT shader was planned, but yet, no time :(
@moritz-jaeger @wavewava thank you! To be honest the camera in some places still annoys me a lot, but I spent basically 1 day doing the cinematics and there was no time left to fine tune it.
@frank-gevaerts thank you! The systems are not in place in this version, they were planned, but will come probably IF I finish the post-jam version hehe :)
@jupiter-hadley thanks a lot for playing it and publishing on your channel!
If you did all this on your own then that is huge! Well done, I would love to see what you could do with a few developers supporting your art.
Thanks for a unique experience and a story that I would love to see more of!
I salute your massive ambitions within the time frame of this jam, you gotta push the boundaries sometimes :)
The quiet background music is very good, the art is simple and beautiful. Good job!
Thank you for not giving up and sending the game, although not everything goes as planned, it happens.
https://www.youtube.com/watch?v=nUmP-nl1pVw
@vernalbehemoth thank you for the kind words and for the awesome feedback! Yes, I did all by myself. I expect to release a mini-documentary next week! I captured every moment.
> with a few developers supporting your art.
I agree with you :) For the next Ludum Dare, I'd love to focus on art + music and have someone else developing.
@akitl thank you!
@joaog thank you for the nice feedback :) I agree with you, submitting something is already a victory! For this one I went totally nuts on the scope, but I'm happy with the narrative result.
@clipper thank you!
@philstrahl thank for the feedback for playing it live!
> and a little Final Fantasy from the huge cannon
You got it :) FFVII Ruby + Diamond weapons + Junon cannon scene were the biggest inspirations!
Felt like a weird dream!
And definitely got the FFVII references. Started with "Monks can hear the cry of the planet" and when I saw the Weapon like character I was like "I see what you did here" with a big smile!
Really loved the PSX graphics also!
GG!