Discord: https://discord.gg/vSqy3KvnfZ

NOTE: The downloads will help your game run smoothly, it is the same game and all are compatible with each other and the web version! However, the game is NOT compatible with older versions, if you try to join a room on another version it simply wont work.

Download versions are exactly the same as the web version... Do be warned the exit button crashes the web version.

CONTROLS: 
WASD to move.
R to dash forward.
Up/Down arrow to move camera.
SPACEBAR to fire weapons. The only weapon is the toaster and you fire toast.

P/ESC to return to menu/exit[download only]

Info:
Weapons will knock items off of your opponent, so fire well. This feature is somewhat overlooked as of now.
If you are bigger than your opponent, running into them knocks some of their items off.
Items knocked off cannot be picked up by anyone for a few seconds.
In VS when someone leaves the game their items are returned to their starting positions and cannot be picked up for about a fifth of a second.
In coop their items either vanish or stay depending on mode.
Meter Mayhem will act like VS, but the player's score remains on the home screen.

The host can choose the game mode, if someone joins as not-host the button they pick wont matter.

This is in beta, there is no real win condition... so if you want one be the first to pick up the golden statue, you need to be just over a meter in size to pick it up.

There is a disconnect timer, if you don't move for 120 seconds or are on the home screen for 120 seconds you're disconnected from the server.

Updates will come to this game!!!
I just wanted a playable version out please give me feedback.
New items and weapons are easy to add, albeit they need balancing.
levels are a bit harder because I need to build them.

Things ill be working on:
Powerups are almost ready.
More weapon types are almost ready.
"Traps" that hurt you if you're too small will be added soon.
Mobile items exist whee!

Reasoning for this game:
well i like katamari but sometimes i want to play games with other people.
Thus multiplayer katamari was born.
inspired by katamari and the fact that agario is 2d katamari.

StatusIn development
PlatformsHTML5, Windows, macOS, Linux
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
Authoradamzer0
GenreStrategy
Made withUnity
Tagsball, katamari, rolling

Download

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Click download now to get access to the following files:

Windows Katamari.zip 37 MB
MAC Katamari.zip 46 MB
Linux Katamari.zip 38 MB

Development log

Comments

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Will there be more levels? I'm still waiting for the update.

cool but.... the online is 0

It's been over a year and I still haven't seen any true updates. I would like to see more levels.

Are you gonna update the game? I still want to see more levels.

So, when are you going to have more levels?  I'd like to see a city for the Vs mode, and I should be able to roll up tiny objects when really large. 

Are you going to make a 3rd vs. Stage? Maybe in a city at like 10m or something? Also I'm hoping to see more Campaign levels.

Android version

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I'm glad to see new levels and new updates!

So now if the ball is moving slowly it is likely to drop less objects if it hits something too big to roll up.  I think that is a very good change, thanks!

I really like this game.  The only thing I can think of that could use work is how the environments look.  When rolling on grass that part looks just fine, but the other environments could use some more color and maybe detail.  Some of the rollable objects are in bright colors and that is a good thing. :)

And of course I'd always be happy to see new levels.  So far the city level that I think was called stage 2 and the new yard level are my favorites.

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This is better but can you maybe update the physics? My friend made a very detailed presentation about the physics in how a Katamari game should be made. https://drive.google.com/file/d/1geX4Rdcf_HEt5saDpMdXNQkKZtZFgAre/view?usp=shari... Another thing to add could be more levels in the future with a Level 3 vs mode in the city or something with islands. Good luck.

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The other main problem is that when I get really big, I can't pick up the smaller things. Usually, when the katamari is big enough, the tiny objects would despawn.

I had forgotten to setup the despawning but code exists for it to work, I wanted to get the update out and forgot to set that up. More levels will come, it takes a long time to make them feel good as well as all of the objects models look decent.

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Here's the big problem with the game. Objects fall out when you just touch a big object. What it should be is that depending on how hard you hit an object or wall, a certain amount of objects fall out. Touching an object should not cause objects to fall off. You should maybe learn from Katamari Damacy's bumping mechanic and fix this issue.

(1 edit)

Working on a version that has a hidden velocity stat. 
Moving forward increases it, turning lowers it slowly, stopping lowers it quickly.

You lose only up to 3 items now, if you hit an item with high velocity you lose 2, and medium velocity you lose 1. (Turning puts you slightly below medium velocity, so moving forward right after a turn makes you lose 1 item)

After about 1.5 seconds you will lose 1 item.

After about 3 seconds you will lose 3 items.

You lose "velocity" faster than you gain it, so it should be easier to nudge an item to test if you're big enough if you're careful.

This may be imbalanced.

It should be uploaded now as version 51 (as i dont want to use decimals)

this is really great, had an awesome time playing with my brother. a large trophy object is such a perfect victory condition. great work!

Wow, this game has grown into a totally awesome katamari fan game while playing solo, and I'm sure it's even much better multiplayer!  Thank you for continuing to develop this!!


Thank you for playing and enjoying the game. The video's you made really help out as they get a more people to see the game and hopefully try it out, I really appreciate it.

If you have any feedback or an idea for the game, feel free to tell me as I want to make the game as good as it can be and player feedback is one of the pillars of a great game.

Well ... to me it seems like the ball loses quite a lot of objects when it makes contact with something big.  I mostly noticed in Stage 2, since it seems you have to pick up nearly everything in order to grow big enough to leave the first section of town and gain access to most of the rest of town. (You probably don't need to roll up almost everything but that's how it felt.)  Since the ball loses a lot with contact, it feels like you have to be very careful or else you may never reach 3m or whatever the barrier required.  So in my opinion Stage 2 was a rather hard stage, over a month ago when I played it.

One of the Meter Meyhem areas made my PC slow way down; you can see in my third video.  "Meyhem" may be misspelled but that's okay with me.

Otherwise I think the game's really great so far.  I loved the whole town setting of Stage 2 (I thought it was a great stage even though it's hard), and all the short Meter Meyhem contests are a great idea (and the rollable lobby is an awesome touch).  I am not good at thinking of suggestions but if anything comes to mind I'll be sure to post.

And of course I'll be hoping for even more stages. :)

(1 edit)

This is a great game so far. The next update should have music and add meters into the game. (100cm = 1m) Maybe more objects and progress and a timer as well with a cousin rolling it. Also, when I get very big, I am not able to roll up the tiny things. Maybe add something where if the katamari is under a tiny object, you should automatically roll it up?

I am not great with music and dont want to use anything copyright, but I am working on sounds for picking up items and collisions to start. If I get some practice or help from someone I can add music though.

I need to revise a bit of code to show meters alongside the cm and mm, but it should not be difficult.

I am working on more objects and a second level which will be a neighborhood. I have attached a few models I am currently working on, they have not been textured yet.

Unsure if it will have a timer, as of now the game is meant to just be a multiplayer experience so I will need to work on balance before adding any timers.

I wont be adding cousins as the characters are copyright... but maybe hamsters or something.

Thank you for the feedback, I love hearing when people try my games. Sorry for not replying for a week.

Game is pretty good so far!

(+1)

Thank you, if you run into bugs or issues, or have any ideas just either message me/comment or join the discord.