17-06-2026, 06:02 PM
I recently take part in a GameJam to create my game prototype "ColorWeave". The theme was connection and I instantly thought of Obi Rope to to simulate ropes of color.
The game is very limited, as it is normal for a gamejam project, but still was fun to make and play: https://vendolis.itch.io/color-weave
It scored 70th of 833 overall and 20th in theme.
It was a fun experiences esp to keep the rope steady and under tension, while not over stretching it. I kind of wish there was a "tensioner" for the rope that keeps the rope at a specific tension all the time. I wrote something that goes into that direction, but it is quite clunky.
I also wished there was more documentation on how the rope collisions are calculated, since apparently they are done around the 0-coordiantes and you can collide with them, even though collisions are turned off for the rope. I noticed that this is why the rope demo is off axis. It took me a while to understand the intricacies around this. Naturally I also would love for this to work in WebGL, but even though Burst is now available, it was too slow to work and I had not time to dive in deeper.
The game is very limited, as it is normal for a gamejam project, but still was fun to make and play: https://vendolis.itch.io/color-weave
It scored 70th of 833 overall and 20th in theme.
It was a fun experiences esp to keep the rope steady and under tension, while not over stretching it. I kind of wish there was a "tensioner" for the rope that keeps the rope at a specific tension all the time. I wrote something that goes into that direction, but it is quite clunky.
I also wished there was more documentation on how the rope collisions are calculated, since apparently they are done around the 0-coordiantes and you can collide with them, even though collisions are turned off for the rope. I noticed that this is why the rope demo is off axis. It took me a while to understand the intricacies around this. Naturally I also would love for this to work in WebGL, but even though Burst is now available, it was too slow to work and I had not time to dive in deeper.

