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RGB-Vision's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #1 | 4.416 | 4.571 |
| Gameplay | #3 | 3.312 | 3.429 |
| Interpretation of Theme and Completeness of Game | #3 | 4.002 | 4.143 |
| Graphics, Sound and Polish | #3 | 3.864 | 4.000 |
| Overall | #3 | 3.899 | 4.036 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Extra information about the game:
Please read manual.pdf from menu or open it via filebrowser.
BazzBasic: https://ekbass.github.io/BazzBasic/
I decided to release it open source too, see:
https://github.com/EkBass/RGB-Vision/tree/main
Which theme did you choose?
Contrast
Which BASIC did you use?
BazzBasic
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Comments
Updated version now uploaded.
1. No instant game over anymore. Instead of returning to game menu after death, player now just needs to restart current level.
2. Player can now see approx. 30% further.
No fullscreen support, sorry. Original GameJam version is written so that it would require rewriting and redrawing too much stuff.
I have a question about this game. Is the file size(76MB) too big? Is this a weak point of BazzBasic?
Therefore, the game is not suitable for putting in BazzBasic zip file.
The 76 MB is actually the expected minimum size for any BazzBasic executable — not a weakness of the game itself.
When BazzBasic compiles a program to a standalone .exe, it bundles the .NET 10 runtime with it, since most users won't have it pre-installed. The runtime alone accounts for roughly 70 MB. The actual game code and assets add only a small amount on top of that.
A "compile without bundling .NET" option is on the roadmap for a future BazzBasic version, which would bring the executable size down significantly for users who already have .NET 10 installed.
For context, many popular game engines (Unity, GameMaker, etc.) routinely produce 300–600 MB packages for simple games, because they bundle their own large runtimes too — so BazzBasic is far from alone in this situation.
The RGB Vision game source itself could be delivered with BazzBasic releases easily. Specially if .wav files would be converted to .mp3. Though, there is already over 150 example codes in Examples and Examples/rosetta-code folders.
I see. Thanks for explaining in detail. It is because of the big size of the interpreter!
Yes and no.
BazzBasic.exe with out .NET10 is maybe megabyte. But since NET10 is included, it grows.
Once NET10 comes popular, it is possible to leave it out of BazzBasic itself
Hello...ok.
Besides, I want to ask a question. Will BazzBasic support web platform later?
Ha...one more opinion, the degree of importance(platforms):
Windows > Web = Android > IOS > Linux = Mac
There are no plans for a web platform. BazzBasic is built on a C# + .NET10 + SDL2 combination, which is practically not suitable for a browser environment.
Technically, BazzBasic, which works on a console, would be compilable because C#, .NET10 & Blazor WebAssembly would also work in the browser, but it would lack graphics and sound because SDL2 does not.
I never say "never", but I can't believe that I would have the energy or time to embark on such a project anytime soon.
I'm currently focusing on developing a Windows version and hopefully I'll get this for Linux and OSX one day.
The percentage of Linux OS is 3.16%. The market share may be too small. Anyway, good luck!
https://gs.statcounter.com/os-market-share/desktop/worldwide/
3rd place winner! Congratulations. In my view, this game helps BazzBasic to make good first impression on the public.
Hi david. And yeah, Im positively very surprised how well I actually did here.
And winner, I think he earns that place. Solid good Jam game. With more development, may come as a hit.
"With more development, may come as a hit." <==== Yeah. However, your game is the same. Add more cool features, add more tricky levels, add other shapes, etc. Also add full-screen mode. The improved version of the game will become a much more successful and much more popular puzzle game! Then don't forget to put the improved version in the next version of BazzBasic.......yes!
Very curious (in a good way!) and creative. I would say it suits the theme really well! I'm not very good at it, but I find it interesting because of they way how you handled the theme.
Thanks ianani for the feedback.
Fun little game. Would be nice if I knew how many levels there were or if it showed your current time. It's a hard little game given the limited visibility range. Since enemies move, I feel like you should be able to see them at a greater distance. I found myself running into enemies even when rapidly cycling through colors because the enemy wasn't visible until it was right in my face.
Hi phaelax and thanks for feedback.
I stated in manual the number of levels, but it would have been handy to express it on the game somehow too. Like "Level 2/10" or so.
The enemies are moving pretty fast. But once you learn the places they move, it comes pretty easy to avoid them. Enemies does not move up or down, just left and right. So their range of movement is very limited.
Hello.....thanks for participating in this BASIC jam! Wow! Your game really, really made me.........very, very surprised! Sure!!!!! The pdf manual contains only 4 pages but it is COOL. I like it very much. The game is an impressive game. Though only simple shapes were used to make the game and there is no full-screen mode, graphics are still awesome. Perhaps a suitable description for this type of style is 'less is small'. Yeah...it is a good game. I downloaded several versions of BazzBasic and BazzBasic did not look like an appropriate language for game development. Oh...the reason may be that most examples are text examples. A huge contrast!
Hi david.
I noticed, that most of the participants did not have any manual or it was just a minimal "press these: w,a,s,d, space" type. I think my manual filled everything required.
And yes, it was a simple game from a simple man. I had no experience what to send to a Jam like this. But I think I got it pretty well right here.
BazzBasic is actually very good for game writing.
Shape system, which is pretty close of Microsoft SmallBasic makes loading, placing, rotating, scaling and removing with SCREENLOCK ON/OFF relatively easy https://ekbass.github.io/BazzBasic/manual/#/graphics?id=shape-system-sprites
Wav, mp3 etc. are also very easily available for BazzBasic: https://ekbass.github.io/BazzBasic/manual/#/sounds
But you are right about that, most examples are made for console. That is because most of example codes are made for testing, to see certain functions and/or keywords works as expected. I havent had time to do gallery stuff, which would be a good idea at this point.
I also got too exited to work with Rosetta-Code tasks, which mostly are not graphics stuff either.
But there are few great examples where BazzBasic shines with its GFX department.
- Raycaster_3d_optimized.bas
https://github.com/EkBass/BazzBasic/blob/main/Examples/Raycaster_3d_optimized.ba...
A Wolfenstein-style first-person 3D renderer. The same map from the FOV demo, now rendered as vertical wall slices with distance-based shading, fish-eye correction, and a minimap overlay. FastTrig drives the per-frame ray math across 180 rays. The frame rate holds well even on modest hardware. The full renderer - movement, input, 3D projection, minimap - fits in a single .bas file.
- Voxel_terrain.bas
https://github.com/EkBass/BazzBasic/blob/main/Examples/Voxel_terrain.bas
A Comanche-style heightmap renderer with procedurally generated terrain. Eight smoothing passes turn random noise into hills, valleys, water, beaches, forests, rock, and snow - each assigned a color by height band. The camera can move, rotate, change altitude, and tilt the horizon. It is the heaviest of the three in terms of computation, but still runs smoothly enough to feel like a real flyover.
- Fov_2D_demo.bas
https://github.com/EkBass/BazzBasic/blob/main/Examples/Fov_2D_demo.bas
A top-down maze with raycasting that runs entirely in the text console - no SCREEN command, no graphics mode. The player moves with arrow keys while 90 rays are cast each frame to calculate what cells are visible. Everything you see is LOCATE, COLOR, and PRINT. It is a good reminder that the console itself can do more than it seems.
- Animate_a_pendulum.bas
https://github.com/EkBass/BazzBasic/blob/main/Examples/rosetta-code/Animate_a_pe...
If you stript comments, this is example of pendulum wacing from left to right under 40 lines of code.
I also got finished the BazzBasic Beginner's Guide recently. 65 pages of teaching BazzBasic, not just listing the features. Check it out: https://github.com/EkBass/BazzBasic-Beginners-Guide/tree/main
"I also got finished the BazzBasic Beginner's Guide recently. 65 pages of teaching BazzBasic, not just listing the features. Check it out: https://github.com/EkBass/BazzBasic-Beginners-Guide/tree/main" <----- Hello! about this guide, when you released it several days ago, I started reading it because I wanted to consider whether a sticky post should be made in the "Comprehensive Learning Materials for BASIC" sub-forum. I was thinking, 'Is it a good comprehensive tutorial? Is it really worth a sticky post?" Actually, I have read several chapters of the guide. Well done!!!
"And yes, it was a simple game from a simple man." <---- You are so humble.
"I havent had time to do gallery stuff, which would be a good idea at this point." & "But there are few great examples where BazzBasic shines with its GFX department." <---- Perhaps putting these examples in a folder called 'Graphic Examples', 'Game Examples', etc. in new versions of BazzBasic in the future to let people discover BazzBasic's power easily?
Hi David,
The BazzBasic homepage would definitely use some improvements. The plan is to create an "Examples Gallery" with examples organized by category — console, graphics, sound, HTTP, arrays & JSON, and so on.
At the same time, the navigation menu will get a rework. And I'll make the Beginner's Guide much more prominent — it deserves better visibility than it currently has.
I see. BazzBasic has a very good beginning because of this entry. The guide for beginners is a reason as well. Good luck to you!
I managed to finish the first level, but failed on the second because I didn’t notice the acid block
It would be nice to have an option to restart the current level instead of restarting the whole game
The story and mechanics could also be introduced more gradually in-game, or maybe with a zoomed-in view – similar to how Dangerous Dave (DOS, 1988) handles its early levels
This gameplay mechanic is new to me, so it took me a few retries to get used to
:DHi Hevanafa.
Restarting from level after death was option at start. But since game is pretty short and playable under 6 to 7 minutes when levels are somehow learned, I just made it like this
I gave this one a thought and decided that once Jam is over, I rerelease this so that death only takes you back to start of the current level. Good call, thanks.
Large download. Liked the concept although I found it a bit hard to play. Great submission. I must look at BazzBasic.
Thanks matty.
BazzBasic makes a bit large executables since it packs required .NET10 libraries to it. This way the user does not need to worry such a things.
I decided to release it open source too, see:
https://github.com/EkBass/RGB-Vision/tree/main
It's impressive what BazzBasic is capable of creating fun games. Cool knowing you're the creator behind it. It's worth checking out.
Thanks micha.
Im still learning myself the language I did develope, so we see what comes in future. Source is also now available, check other posts
I am currently on a linux machine and this game does not seem to be playable through wine. Are there plans on doing a linux or web port of BazzBasic?
Morning N00bCode
Actually, BB now uses .NET10 and SDL2 for everything so nothing prevents it to be compiled for Linux. SDL2 and .NET10 both works with it.
Linux as platform is very familiar to me. The only reason for no-linux support is time. I just dont have enough it
Very interesting take on the platformer! With a bit more practice I might be able to get where I can cycle through the color modes while moving and jumping. BazzBasic looks like it's coming along pretty quickly!
Also, your manual is very detailed and polished.
Morning boxgaming.
Thanks for your feedback.
Since I had to drop few features due time issues, I gave the manual a last 2 hours to be polished. Otherwise, understanding the idea of the game would have been too difficult.