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The Descent's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #233 | 2.214 | 2.333 |
Authenticity (use of resolution restriction) | #247 | 3.373 | 3.556 |
Gameplay | #247 | 2.319 | 2.444 |
Overall | #257 | 2.556 | 2.694 |
Visuals | #266 | 2.319 | 2.444 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
This was a solo project all the way through.
Was the resolution a challenge?
The resolution was a challenge; many aspects of the game would've been easier at a higher resolution. I had to reduce velocity, movement speed, and alter shooting mechanics to accommodate this.
What did you learn?
I learned to get the mechanics to suit the restriction, rather than the other way around. It helped with things like player behaviour, how far they might explore, how they might approach a dungeon or obstacle, especially with how limited the viewport is.
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Comments
Interesting start! I included it in my LowRezJam compilation video series, if you’d like to take a look. :)
I had to read the comments to understand the gun can be used to fly. The character not rotating his arm to aim also makes it hard to recognize you can aim in any direction.
After realizing the gun's potential, I actually like the game concept.
I suggest making the character arm a separate sprite and rotate it to face the cursor. Also have a visible impact where the shots hit, or a visible projectile.
Since the gun is so good at flying, you really don't even need a jump button. Removing jump button might force players to realize you're supposed to use the gun to fly.
Playing in Chrome browser, I see a grid-like graphical distortion happen frequently.
The music is too repetitive and I found it a bit annoying. The sound effects are harsh on my ears.
Good work on the “hard bits” for this entry, still I think it needed some extra push on the finishing touches. It’s a bit hard to visually have a clue on where you are firing, mouse rotational targeting works fine but there’s no visual cue in the sprite (only left/right). Animation was a bit unstable, with long runs of not updating the sprite frame. In the end, it’s the details that capture the user. Some of the stuff in game, like text when you reach the guy at the bottom, that are not complying to the 64x64 specs. Overall a good entry, but one that will for sure flourish with some extra work post-jam.
I applaud you for the procedural generation but alot of the time you would end up in a room where you can't jump back out from, eg. the platform would be too high. I think with some tweaking this could be a greater game.
Thanks. The recoil from the weapon can launch you in the air and that’s how you’d escape such rooms. That’s on me though I didn’t design a puzzle room to teach that.
Nice effort on the game! The bat enemy had great AI. Good work!
PS: I'd be grateful if you could play and rate my game in return:
https://itch.io/jam/lowrezjam-2021/rate/1156032
Challenge the God of Gravity in this Rhythm-Based Platformer!
Awesome game! When I finished the map the first time the music skipped and made an awful noise.
First of all, I love your little bats! I noticed two things: 1) the character movement animation will break if you get hit--possibly just if you get hit while in the air? and 2) it's possible to get softlocked because there just aren't any platforms to climb back out of a pit. Not sure that's intentional. There's still--well, there's a bit of time left!
hi thanks for the update on the animation. the player can boost themselves up and out by shooting down. I probably should’ve set up a bigger tutorial for that.
Oh! Y'know what, I should've been able to figure out shoot-boosting because I noted that the gun had some massive knockback. Will revisit with that knowledge.