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Space Conquer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #39 | 3.852 | 3.852 |
Graphics | #134 | 3.556 | 3.556 |
Overall | #153 | 3.528 | 3.528 |
Gameplay | #178 | 3.037 | 3.037 |
Authenticity (Use of resolution restriction) | #248 | 3.667 | 3.667 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
Oneak and Harri Jokinen aka Rayharry were coders, with Rayharry doing gfx and Miika Puurunen aka Purtsi took care of music, sounds and cutscenes.
Was the resolution a challenge?
Resolution was great for pixel art, vfx and overall gfx. Gravity was a hard piece.
What did you learn?
Before this game Jam I didn´t believe that I can dev so fast. Maybe I´ll use this resolution after this game jam -oneak
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Comments
I really enjoyed the story side of the game and the cutscenes were amazing! The audio was 10/10 and the gameplay was solid. Good job!
If you want, check out my submission.
Thanks for the awesome feedback. -oneak
I love the story details spread around the game, especially level switches. Maybe a smaller color palette would make it look more retro.
Good idea for the next game. The graphics palette came pretty randomly. We did first and we thought later. Thanks for your interest!! -oneak
i like the graphics looks awesome good game too
Thanks a lot for the review!! -oneak
The art is really detailed, but perhaps a little too busy. I think that's just the limitation of 64 pixels and not your fault, but maybe it could have been a little simpler. Otherwise it's a really great result!
Thanks very much and yes along the same lines the game is really busy. Good thing that we didn't put any more graphics on the screen. The plan was even heavier -oneak
I loved the cut scenes and the concept the most. I was pretty immersed the entire game. I'm looking forward to seeing what other games you guys have in store!
Thank you very much!! The game is as short as the jam game should be, but we do have other games on the shelf if you are interested. -oneak
Really loved the cinematic bits! Also love the aesthetics of the world, and the soundtrack! The tiny UI really works as well. Gameplay wise, the controls feel a little bit floaty but that can be excused if the lore says the planet itself has low gravity…Overall really enjoyed the entry !
As a programmer I was also very pleased with the magicians of our team. Thank you for the beautiful words. -oneak
I love the shading and art style ! great game
Thanks! Our graphic designer is now very happy. -oneak
FMVs! Amazing work, heroes.
Thanks friend! Your words touched me deeply <3 -oneak
Graphics were outstanding. You have some sub pixels however.
Interesting idea of a runner/platformer. The jumps are unforgiving!
Thanks! If you have time to test the PC / Android version instead of HTML5. I can promise that the experience will be better. No subpixel problem at all. I think this is a Fusion HTML5 exporter issue. Thanks for your interest!! -oneak
Holy crap on a cracker, you made that in ClickTeam Fusion! That's amazing! I used to make tons of games in ClickTeam software.
Oh thank you very much. With the team we thought of making a quick, light and relatively easy project. We also considered using Unity 3D, but it did not fit those criteria. Fusion is an absolute classic for projects with busy deadline. -oneak (official rallyenglish master)
Very cool game. In the browser, though, I was getting this strange effect where I would jerk forward and/or slow down quickly at random times… like game lag. I was playing at full screen. Didn’t try it in it’s normal resolution though.
I´ve got the same effect when I played with the PC browser. It can be any browser / HTML5 / Fusion issue. For the smoothest gaming experience you will get when you test the PC EXE / Android version. The HTML5 version of the phone browser does not work at all. It feels like that game runs faster than 60 frames per second. Anyway thanks for interest!! -oneak
I found the gameplay a bit simplistic but I loved the punkish esthetics. The narrative hints with the cut scenes are brilliant !
Thanks!! Glad to hear that the game worked. -oneak
The gameplay is nice though the weapons seem to be quite unbalanced (the flamethrower is quite weak compared to the standard laser - I didn't try the third one)
Amazing job on including cutscenes... wow
Yes. Sadly the idea was better than the implementation. Thanks for your time!! -oneak
DAMN. The cutscenes are THE best. Great h*cking story, and animated so well! Not to mention, you cut your resolution to half! That takes balls.
Gameplay................. ehhh. The "arrowkeys" comment in the desc almost lead me to shut it off after i couldnt move. Well, its a very slow beat em up, but with a gun. Shoot em up? Nice graphics, but such a slog...
Thank you very much for your interest!! SC got a bit of an atmosphere from old light gun and rail shooters. With three different game platforms we wanted a 16:9 aspect ratio with no black edges or compromises. All the best! -oneak
My initial thought was that game was bugged because I couldn't stop, but then realised that's how it suppose to play. :D Music was nice, but graphics were a bit too busy for me, at least on fullscreen. But I liked the cutscenes! How were they made?
Thanks!! The cutscenes were made with Photoshop and After Effects, and character animations by using the puppet tool. There was bit of a workaround to bypass the "pixel smoothing" at low resolution but made it possible with draft quality. -Purtsi
I wish I could play not at full screen. I did not see a way to do that.
Unfortunately the Windows Exe version has no option between windowed or fullscreen, but if you want to play without fullscreen, then I recommend playing the browser version. Thank you for your interest. -oneak
It was a fun project! Glad to be part of it!