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Jamuary 2017's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Art | #2 | 4.200 | 4.200 |
Overall | #3 | 3.800 | 3.800 |
Fun | #3 | 3.200 | 3.200 |
Overall | #5 | 3.120 | 3.120 |
Theme | #8 | 3.000 | 3.000 |
Audio | #11 | 1.400 | 1.400 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This is a really impressive demo, and I enjoyed exploring it all the more knowing the technical details that you've shared on LostCast over the past few episodes. I think I explored the entire dungeon twice, but each time I came to a final door for which I could not find a key. Hope I didn't miss anything.
What do you think you would add next? Just tiger hatting here, but I assume you could render floor tiles as the GBA does its rot/scale backgrounds: in horizontal lines across the destination texture, offsetting the read position in your floor texture by a dx/dy vector that is set based on the rotation of the camera. You would also need to change the initial read position, as well as the dx/dy values, at the beginning of each horizontal line.
Phew. Tiger hat off.
I would really like to see you continue work with this prototype. I'm sure we'll hear about it on LostCast if you do!
Hits the nostalgia chords pretty hard. A raycast game could be cool for LDG IMO - Matt's always going on about it anyways! XD
Woo! Raycaster! I never found the Minotaur but I loved exploring the labrynth!
nice! great prototype! would be nice to know how many keys I have. those bats are strong! :) look fwd to the full masterpiece ;)