The Loop by DrJexter
This is our first Jam, Assets were built in asset forge and game was created in Unity using Bolt for 90% of the functionality and Cinemachine for the camera.
There are SERIOUS framerate issues, we're aware. Neither of us really deal with the graphics end much. We worked on the framerate issue on our end but weren't sure if it is considered a bug or a feature (as far as the rules are concerned) so we didn't post the fix.
The Loop is an alien ship hungry to get things caught in it. We don't know why The Loop does what it does. Maybe it's hungry, maybe it's hurting and needs resources to survive. We may never know.

| Youtube | https://drjexter.itch.io/theloop |
| Youtube | https://drjexter.itch.io/theloop |
| Youtube | https://gitlab.com/drjexter/ludumdare47 |
| Original URL | https://ldjam.com/events/ludum-dare/47/the-loop-4 |
Ratings
| Overall | 1608th | 2.609⭐ | 34🧑⚖️ |
| Fun | 1514th | 2.547⭐ | 34🧑⚖️ |
| Innovation | 1574th | 2.391⭐ | 34🧑⚖️ |
| Theme | 1603th | 2.406⭐ | 34🧑⚖️ |
| Graphics | 1385th | 2.719⭐ | 34🧑⚖️ |
| Audio | 1031th | 2.5⭐ | 34🧑⚖️ |
| Humor | 1123th | 2.19⭐ | 31🧑⚖️ |
| Mood | 1485th | 2.397⭐ | 31🧑⚖️ |
| Given | 22🗳️ | 38🗨️ |
https://www.twitch.tv/westonwilson
All in all, good job!
The most prominent is the framerate drop. I believe the cause of this that there are too many objects that are being rendered at the same time, but I'm not sure
Criticism aside, I think you did a good job for your first jam. Keep it up and you will go far
Cheers
Otherwise, that's a good entry, and a good first jam game! I hope you do more in the future!
I enjoyed the scaling mechanic! I'm a big fan of Katamari Damacy so that was fun.
Really good job for a first time, I look forward to seeing what you guys make next jam.
Hope this helps
Making a katamari game for a first jam is definitely ambitious!
Some suggestions for preformance:
- constrain the "Loop" to a small area at first. One that has all the small objects. This would allow you to make more detailed and unique zones.
- after reaching a certain size release the player into a different area with bigger objects. Repeat this process.
- don't load all areas at once
- merge objects if you can! I am pretty sure that most of your performance issues stem from having so many separate objects. Surprisingly a computer can handles few high poly object better than many low poly ones.
- delete small objects after you reached a certain size. When you swallow buildings you don't care about the bushes anymore.
- also delete the small objects in the ball after some time. You won't see them anyway.
- object culling and far clipping obviously apply, but I am pretty sure that unity dose that for you already.
Now to the actual game:
- music loops too fast. Common problem, especially if you do the music a few minutes before the deadline (I am guilty of the myself)
- controls (in between the lag) where good, rampaging thru the city was fun
- some colliders for the objects that are too big to absorb would be nice (I guess you didn't do it because of the lag)
Deleting small objects is a really good idea! I do employ FIFO to destroy older object in the loop though I've found that isn't consistent either. I have never really dealt which much of the graphics end of games before so most of those considerations went right out the window. (Won't make that mistake again!). We did also have collision with objects we're too small for on the list but it didn't make it in on time :/ I have implemented in locally since and it makes a big difference, great suggestion.
Thanks for playing and for the feedback!
https://ldjam.com/events/ludum-dare/47/the-dumb-robot