Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Nostalgia Station 64View game page

Submitted by ShiniiPanda, Ican111, Logan Jumeau, Eyliess, DragonHeart510 — 32 minutes, 22 seconds before the deadline
Add to collection

Play game

Nostalgia Station 64's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#114.5564.556
Theme#314.1114.111
Presentation (graphics, audio)#594.2224.222
Fun#913.5563.556

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game represent Mode?
Our game has the player switch between different game modes complete with unique art-styles, perspectives and gameplay mechanics

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+2)

Amazing game! The idea of 3 seperate games all interacting with each other is great and it was executed so well here!

Submitted(+2)

I played the downloaded version with a gamepad and there doesn't seem to be any dead zone set for the left stick, which means that my characters kept moving without my input.

The interconnected games are a cool concept though individually I feel the games could use some more attention, which makes sense, since you basically split development into 3 games instead of one.  All three feel somewhat sluggish, although, for the PS1 horror game, the sluggishness is pretty spot on for the genre, so it works well,  though it was still frustrating to walk into dead ends, and the input direction for walking didn't seem to always line up with where the camera was facing.  I would sometimes get stuck offscreen right between camera transitions when running from an enemy.  The aesthetics are pretty spot on though, this game looks the best out of the 3 for sure.

The first person dungeon crawler has an interesting aesthetic and controls fine though the sword attack could use work to feel more alive and snappy.

The mascot platformer is cute but feels pretty underdeveloped compared to the other two.  The movement is very slow and static when the level design is mostly just open field and there really isn't much platforming, mostly just exploring and collecting things and occasionally jumping on termites, which would probably be enough if just moving around had felt fun in and of itself.  The lack of music works somewhat for the other games but this one feels aesthetically incomplete without goofy chipper music.

This was a really ambitious concept with solid execution.  I'm sure this took a whole lot of effort, so good job!

Submitted(+2)

This is an awesome game top to bottom, pretty much all of it is really impressive in its own way, the professional experience behind it definitely shows. The interconnected worlds are a great concept and they're executed wonderfully. The work that went into this one feels insane. Definitely hope this gets played on the dunkey stream, the team did an incredible job! 

Submitted(+2)

Really fantastic use of the theme with great homages to classic games! I especially liked the Kings Field and Silent Hill homages, with the platformer-style game coming in a distant third due to all the empty space that needs to be walked through.

One important thing I wanted to mention was a bug in Sunken Fear. When I walked toward these logs I became stuck between them and could not get out without resetting. Apart from that, the game has great diversity and is extremely solid!

Developer

You totally nailed it with Kings Field! I didn't know it existed until we made the project.

The platformer definitely could have used some...platforming and especially the parts with the hills at the start where weird, you kinda have to Skyrim jump up the right place until you don't slide down, and yeah, the part after is really barren.

Can confirm that the bug you mentioned exists, and is consistent to replicate, there are unfortunately other parts as well where you can get stuck, wish we were able to fix them before the deadline and some other goofs like the inventory getting messed up when you have more than 3 items and smaller details like the Beaver at the bridge needing 10 logs from you...but never actually taking them lol.

Thanks for your constructive feedback!

Submitted(+2)

This is a brilliant idea and is really awesomely executed. The fact that things are shared between games has unlimited potential for really cool interactions, I want to play a bunch more games like this now. The graphics are extremely charming and nostalgic. That main spider-like enemy in Knight's Arena made my stomach turn and my skin crawl every time I saw it, even just walking past the corpses. That's some really strong visual design, and then there's 2 more games worth of awesome and unique art on top of that. It's awesome how you can tell exactly what games they're referencing as soon as you boot them up too. Smart and well-executed all around, I hope the development continues, I can imagine having a real-life story-mode where you have to earn/find additional games, that has the extremely rare potential to recreate the feeling of buying or renting a new N64 game back in the day and being excited all the way home and not knowing exactly what to expect. I am very impressed and glad I played this one.

Developer(+1)

Thanks so much for your warm feedback!

I think this idea could definitely be expanded to make maybe a 2-hour experience, I can see it getting quite mind-bending not just for developers but also for players so a ton of planning work would have to be done there for sure.

One of the most interesting parts of designing it is that it felt kind of, akin to making a Metroidvania.

Here's the planning document we used for this one for fun (and yeah, the dungeon crawler was based on King's Field!)


Submitted(+2)

Great job! You aimed for nostalgia and certainly delivered! Loved playing games within a game and really enjoyed the old console aesthetic you achieved. I particularly enjoyed the dungeon crawler, also loved the character design on the beaver thing. Well done!

Developer

Hey! Thank you!

The dungeon crawler was the last game we implemented, and it started to take shape just 2 days before the deadline, I am extremely proud of that game given those circumstances.

The visual look was achieved with a custom shader which was a bit of a hack on top of a few other hacks due to limitations of web builds in Godot.

And yes, the Bobers are the best


Submitted(+2)

Awesome idea! I was clueless about the premise before diving in but I was blown away by the originality and implementation of the concept. The games are all enjoyable and unique, and so slick and smooth in every aspect! Amazing job!

Developer(+1)

Thanks for your kind comment! Glad you enjoyed the games!

Submitted (2 edits) (+2)

Really great concept. The idea kinda reminds me of the SM64 iceberg, and the idea of the personalization AI in some way. The way assets from other games in the library where put into games that play, feel, and look completely different from its original purpose is an intriguing concept, and could be explored even more.

Also, the visuals. Very faithful to the graphics of the PSX and N64  NS64.

Overall, I nice game that could be greatly expanded upon.

Developer

When working on the concept for the console, we were thinking about ways to physically connect the games together, like having the 3 cartridges be melted togehter - but we settled instead for having a weird console with 3 cartridge slots, the anomalies that you see would be the console messing up and causing elements from one game to bleed to another.

I'm very happy that the look of assets from other games clashed enough to look intentional, as we ran out of time to display the chests and other parts from Knights Arena in the correct neon-outlined style.

Thanks for your feedback!

Submitted(+2)

Hey, this is really great! When I realized the inventory was shared between the 3 games, my mind was blown. Love the concept and execution of all 3 games, but Sunken Fear is the standout for me. I loved the vibe and moody atmosphere, and you guys nailed the retro ps1 look horror/realism look that was prominent in that era. Can't believe you guys managed to get 3 fleshed-out games together for the same jam. Awesome work!

Developer

Thanks so much, I'm extremely happy to hear that about Sunken Fear as it was definitely the most time-consuming one to make!

My main regrets are some silly issues like getting stuck in some places, but also I semi-wished we could have given the option to use tank controls as it is the main scheme that I have experience with, but I feel that most people don't like them - so we ended up with the relative controls we have now but they are a bit jankier than they could be.

Submitted(+2)

Great concept! I didn't really know what to expect going in but was pleasantly surprised by the creativity and execution of the idea. There were a lot of great homages to the way those 64-era games worked, like the fixed perspective cameras, platformer quest-givers, short draw distance, etc.
Those spider things can die in a fire though.

Cool entry!

Developer

I'm happy to hear it, because honestly, nobody on the dev team was alive when those systems came out, so I'm glad we could do it justice!

Yeah the spiders turned out to be really disturbing lol, it's based on an octopus, just flipped upside down.

Submitted(+2)

Absolutely fantastic, I love the concept of using progress and inventories from the 3 different games towards overall progression, really clever! The games are all fun and distinct, and so well polished all round! Awesome work!

Developer(+1)

Thank you! Really glad you enjoyed it!

Submitted(+2)

no clue how you managed to pull of making MULTIPLE games for this jam. Extremely impressive. Not only that, the games are fun! Great work 

Developer

Thank you!!

Indeed, putting in multiple games meant we had a huge amount of overhead, which required us to program it kinda more properly than it usually needs to be for jams, as we wanted to save time by having re-usable elements.

I come from a Unity C# background, but we ended up using Godot here after all the scandal stuff, I also wanted to give it a test run - we also went with GDScript because C# doesn't work with the newest version of it. So we were learning a lot, but honestly, I really want to shout out Godot here, the iteration speed is FAST and even our builds were created in ~15 seconds for Web and Windows which saved headaches.

I'm really glad you had fun with the games!

Submitted(+2)

Oh wow, really cool concept of playing 3 different games to progress in each one. I had a similar concept of combining multiple genres but had a very different execution. One of the most original games in this game jam i have played so far! I had issues with controls a bit (escape causing the game to go out of full screen), going to try to finish the game a bit later with a controller after reviewing other games! Well done! Any plans to update this game after the jam to fix the controls?

Developer

Yeah, I think we will, it won't take too much work, just some last minute oversights with the controls, honestly a bit embarrassing haha.

Thanks for kind words!

Submitted(+1)

Out of all the games from this jam I've tried out, I think this one is one of the best. It's like having three games in one, and your team also killed it with the art styles. So great work! The concept of progressing in one game to help in another is a really cool concept.

I think with a bit more polish, you could have something really awesome on your hands. I did unfortunately run into an issue where I got stuck in some crates on Sunken Fear, which softlocked the game. A respawn button somewhere would be nice incase of any issues like that. I could definitely see this game going somewhere after the jam though.

Developer

We were absolutely running out of time as it became exceedingly harder to test that the game fully works due to the length.

There is a dumb "test dying" (0 key on the number row) which I forgot to remove, which I guess is useful now, but obviously better if you could do it from a proper menu - also wish we could have added mouse/joystick sensitivity sliders, but simply ran out of time.

Thanks for taking the time to check it out and comment!

Developer(+1)

You can get stuck in Sunken Fear if you press TAB while on the ending cutscene, if this happens you may be able to fix it by pressing TAB again, and maybe the '0' number key.

Submitted(+2)

I felt a bit confused at first but this is definitely a great idea! I could is it work really well with more polish and gamefeel :D

Don't put a key on escape though, it made it quit fullscreen mode each time!

Developer

Yep! We feel really silly about it, wish we could have taken 5 extra minutes to fix up the controls.

Submitted(+2)

Awesome game! I really liked the Resident Evil one, even though I got a little lost lol. I especially loved the dungeon game, the art style was cool! Great job overall!

Developer(+1)

Thank you for your kind comment!