Every Katamari Damacy clone misses what made it so great: the transition between zoom levels. "I started so small and now I've sucked up everything on the planet!" The transitions between zoom levels was so well done in the original game, and none of these clones even attempt it.
On Firefox mobile, the controls are way too sensitive. I could barely aim at things. Also the joystick indicator stays in place even though you can press and drag from anywhere.
The loading is extremely slow - I'm not sure I need all the objects loaded before selecting the first level.
Also I'm not sure if some textures didn't load, but the first level is just... almost empty with random things on the floor? It doesn't have any interesting surroundings. https://photos.app.goo.gl/cEnu76hb5JeJ3DhP7 If it's not an artefact of my phone, a Katari clone needs way more polish/scenery.
• Provide a toggle for the music. It sounds like it was procedurally generated by Claude Code. I understand CC was trying to give it a "Damacy vibe", but it just doesn't have any of the charm. I can still sing the very memorable original's theme despite not having played it in over two decades.
• The camera has a bit too much elasticity when you haven't accreted much on the ball. For whatever reason, good camera controls give even SOTA LLMs a surprising amount of grief. Might be worth a bit of manual tuning.
At this point, every web game I try starts with testing for one specific bug - if you right click while moving, does it screw up the movement so that you are still moving after you let up on WASD.
Yup. It does.
It is a cute idea. But the implementation is flawed.
And if the goal is to help people explore cultural artifacts, building a game that actually minimizes the importance of the artifacts, and literally just drives the player to squash them up into a great big ball might not be the best way to help people actually appreciate the items.
The loading is extremely slow - I'm not sure I need all the objects loaded before selecting the first level.
Also I'm not sure if some textures didn't load, but the first level is just... almost empty with random things on the floor? It doesn't have any interesting surroundings. https://photos.app.goo.gl/cEnu76hb5JeJ3DhP7 If it's not an artefact of my phone, a Katari clone needs way more polish/scenery.
• Provide a toggle for the music. It sounds like it was procedurally generated by Claude Code. I understand CC was trying to give it a "Damacy vibe", but it just doesn't have any of the charm. I can still sing the very memorable original's theme despite not having played it in over two decades.
• The camera has a bit too much elasticity when you haven't accreted much on the ball. For whatever reason, good camera controls give even SOTA LLMs a surprising amount of grief. Might be worth a bit of manual tuning.
- The down key should move backwards
- I found the left / right keys don't just spin left / right, they move forward a bit, which I found quite frustrating at points.
Yup. It does.
It is a cute idea. But the implementation is flawed.
And if the goal is to help people explore cultural artifacts, building a game that actually minimizes the importance of the artifacts, and literally just drives the player to squash them up into a great big ball might not be the best way to help people actually appreciate the items.