Really hard! I liked it, nice graphics, nice audio.
Play masterpiece
GARRY's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #67 | 3.900 | 3.900 |
Audio | #71 | 3.700 | 3.700 |
Gameplay | #76 | 3.600 | 3.600 |
Authenticity (Use of resolution restriction) | #92 | 4.550 | 4.550 |
Graphics | #99 | 3.750 | 3.750 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
lapspider45: Yes. For the beginning of the jam I worked on music and Mad Monkey Games did the art and code. However, Mad Monkey Games had to retire mid-jam, and so I coded everything again from scratch, using the assets and music we had made so far.
But I don't regret teaming up, I would have been less motivated and had fewer good ideas had I done this jam alone. Teamwork rules!
Was the resolution a challenge?
Mad Monkey Games: Yes, the resolution was a challenge!
lapspider45: Using a tiny character sprite and a 3x3 tile size were both good decisions. We went with a pretty clean look, because the game is meant to be fast-paced.
For the second boss, you could not see the rockets coming at you. The solution was to add an indicator to warn when a rocket is offscreen, and a whooshing engine sound to the rockets.
lapspider45: The nice animations on the second boss went to waste too, you need to be really close to see them.
What did you learn?
lapspider45: I joined the jam wanting to compose music for a real (as opposed to hypothetical) game. This was my first jam, disregarding my previous failures. I did spend more than a week on the music. But as I had to step in and do the code, I also got to program my first actually-a-game game! Because I eventually want to spend 3 years creating my dream game (conceptual phase since January), I think this experience has helped me tremendously and I see it as an important step towards actually starting work on THAT GAME.
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