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|Authenticity (Use of resolution restriction)||#173||4.214||4.214|
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
Was the resolution a challenge?
Not really? Originally you could never go down, so I felt like I needed to make each world chunk at most 1/4 of the screen (so the player isn't forced into any decisions without knowing which way is the right way to go), but 8x8 chunks felt entirely too small. Once I decided to allow backtracking downwards that problem went away, so I was able to change the chunk size to a more breathable 10x10.
What did you learn?
This was my first time implementing "good game feel" in a platformer (mainly coyote time and automatic x-adjustment under overhangs) and my first time doing procedural level generation, so I learned a lot about all of this.
I also have gotten much better working with different coordinate systems--this game has world space (which is infinte), map space (which is like world space but wrapped into a finite storage array), and screen space (which is y-inverted).
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