I think you pulled of the gta vibe extremely well and the other cars moving around the city was super neat.
Play game
Police Driving School's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #60 | 4.143 | 4.143 |
Authenticity (use of resolution restriction) | #119 | 4.429 | 4.429 |
Gameplay | #156 | 3.048 | 3.048 |
Overall | #174 | 3.250 | 3.250 |
Audio | #302 | 1.381 | 1.381 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
I worked solo
Was the resolution a challenge?
At first the resolution was no challenge. Working with Unity and using Render Textures, it was quiet easy to setup. As I started to let Sprites receive shadows, I ran into problems as there is no standard Lit material for Sprites in Unity. Thus I had to create a shader, but then had problems with pixel bleeding in the tilemap. I tried to circumvent this in the shader and spent like a full day trying to fix this. Eventually, I just added padding to my tileset, so the pixel bleed was not visible.
What did you learn?
I entered the Jam, because the technical limitation is a really nice challenge. I was astonished how few stuff you can display with 64x64 pixels, on the other hand, I also was astonished of how much you can actually display and what is still readable.
On the tech side, I learned how to create pixelated games in Unity and how easy that is, except for all the hazzle around pixel-perfect stuff.
Also I learned, that I can't really mange Jams that are longer than a weekend. Somehow I need the small time frame to scope right and to continuously work on the game. Maybe next time, I limit myself to one weekend during that long time frame.
Leave a comment
Log in with itch.io to leave a comment.