Rollslop by kaliuresis
Katamari crossed with a survivor-like. Roll around and collect items to grow bigger and stronger. Survive for 5 minutes to face the final boss. I ran out of time to add an end screen, but after you kill the boss that is the end.
Play here (has some post-jam bugfixes): https://kaliuresis.itch.io/rollslop
Post-jam Bug Fixes (3 hours after deadline)
The original version (which is the one embedded on this page) had a bug where the physics break from float overflow when the scale gets too large, which typically happens around 3:00 min in. The version on itch fixes this.
Tools
Made in javascript & C compiled to wasm. It is compiled with no enscripten and no C standard library to keep the build light-weight and compile times fast. There are still some rough points to smooth out, but I think I'm settling in on a toolset I like for game jams.
Audio is procedurally generated in the game code.
Models are made in blender, then embedded into the wasm file.
Retrospective
I slightly overscoped, mainly because I decided to do the physics from scratch instead of using an existing physics engine. Luckily I was able to get something playable with an extra day and submit for the jam instead of compo.
The physics ended up taking a majority of the time, but I did try some new things that I learned from. Instead of storing velocity and angular velocity of physics bodies, I decided to internally store their momentum angular momentum. I think this worked out pretty well and I think it is probably the correct choice. I also tried making more use of linked lists, rather than flat arrays with an id lookup table like I normally use. I don't think the linked list method is outright better or worse, but it does have some nice aspects like keeping pointers stable and the ability to have many distinct lists share underlying data. I probably should be using linked lists more in my main projects.
If I decide to make another 3d game for a jam I should probably try learning godot or something. I love making my own engines, but it would be nice to see how pre-made engines feel to use.
| Link | https://kaliuresis.itch.io/rollslop |
| Original URL | https://ldjam.com/events/ludum-dare/58/rollslop |
Ratings
| Overall | 511th | 3.35â | 22đ§ââī¸ |
| Fun | 356th | 3.4â | 22đ§ââī¸ |
| Innovation | 150th | 3.675â | 22đ§ââī¸ |
| Theme | 176th | 4.025â | 22đ§ââī¸ |
| Graphics | 585th | 3.15â | 22đ§ââī¸ |
| Audio | 415th | 3.053â | 21đ§ââī¸ |
| Humor | 468th | 2.794â | 19đ§ââī¸ |
| Mood | 601th | 3.194â | 20đ§ââī¸ |
| Given | 11đŗī¸ | 7đ¨ī¸ |
the game is crazy difficult in the beginning, or maybe im just bad at it :P still really cool!
Since it's your own engine and all the physics stuff was done from scratch it's very impressive! Something cool to see , if you added more to it , would be more things that spawn after the initial patch ( or maybe they do but I died to soon?! ) - and maybe more complex stuff, like building a 'worm' shaped katamari to traverse different terrain or similar. Though the level of control would probably preclude deliberately building your player into a specific shape! :smile:
It's really hard in the beginning, but as you grasp the idea that you need to become a "ball of death" as soon as possible, it becomes understandable how to win. Thus I managed to survive till the end of timer couple times, however, I still didn't understand the final boss. It seemed like some "pillars of fire" randomly appearing nearby or I don't know what was that, but I didn't get how you kill that. So after dying a couple times, I gave up unfortunately =)
Others above already appreciated that, and I, as a programmer myself, applaud that you decided to make your own physics and succeeded in it in such a short timeframe, that's really impressive! I always wanted to dig into physics myself, never found time to do it, but I'll do at some point.
Also, can you please tell what you used for rendering? I checked the source code, but didn't manage to find anything related to graphics, though I looked too quickly.