News: More Go! Go! Kokopolo Titbits
Posted 03 Nov 2008 at 14:03 by Nathan Whincup
NGamer's developer diary for Keith Webb's Go! Go! Kokopolo continues with a few more details on the unique indie game.
Last month, British publication NGamer Magazine (formerly NGC) began a developer diary feature penned by Keith Webb, a designer who has worked on games such as Super Monkey Ball and Crash Bandicoot and has now moved on to his own project: Go! Go! Kokopolo on the DS. You can read our original report on the first diary here to catch up on the storyline and basic concepts of it. Issue #30 of NGamer features part two of the diary, and a more in-depth look at level design, artwork and sprites in Go! Go! Kokopolo.
Webb describes his project as Pac-Man, but with the simple chase mechanic reversed. Our anti-hero, Kokopolo, will run up to a pacifistic in-game 'enemy' (a few mentioned in the article included the ghostly Ponoporuu, the lettuce-like Merriket, and Sacratops, a 'giant enemy crab' boss) and scratch them, thus provoking a chase. The enemies become deadly to the touch, and Kokopolo must run to survive. The player's score will be higher if they can get a massive conga line of beasties baying for their blood.
Webb also revealed that the possibility is there for a two-player versus mode, as he created a sidekick for Kokopolo - the sedate Tatsumo. Tatsumo is based on the African okapi, a giraffe-zebra hybrid, and his sprite will be around the same size as Kokopolo so that neither player is limited by a handicap.
Issue #30 of NGamer Magazine is out this week, be sure to pick it up to check out Keith's lovely concept art and sprites.