Bojkott

LD 44

It's done!

Finally. After 3 long days and nights we are finally done with "Kappetalize". Done some local game jams, but this is the first Ludum Dare. Hope you enjoy. https://ldjam.com/events/ludum-dare/44/kappetalize

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Please try our game!

https://ldjam.com/events/ludum-dare/44/kappetalize 300d97fed7b106982ce699cdc44d128e.gif

Try our party game!

https://ldjam.com/events/ludum-dare/44/kappetalize 67051bbd794835983a763ac014a9792c.gif

Let's talk about ragdoll movement.

Thanks for all the amazing feedback we have gotten for our game Kappetalize. 67051bbd794835983a763ac014a9792c.gif

The game uses what's called "active ragdoll" which means that it's not animation based but based on physics joints and forces. We sough out to mimic the popular game 'gang beast' that also uses this approach for movement. This does however lead to what people refer to "clunky controls". This is a hard problem to fix, especially during a jam. So instead we choose to embrace this by making it a party game where everything looks quite silly. We though that if the enviroment the player is placed in is silly, it does not matter that the controls are a bit silly as well.

Some feedback has been about improving these movement if we would continue working on our game, but i don't think we can get much further without a complete overhaul or moving to traditional animations, which would kind of break the whole theme of the game. Do anyone have suggestion on what could be done here? Should we just embrace the clunkyness and ignore the ones not liking it or try to cater to them as well?