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Pixel Invaders's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #65 | 3.733 | 3.733 |
Overall | #96 | 3.783 | 3.783 |
Visuals | #111 | 3.733 | 3.733 |
Gameplay | #122 | 3.333 | 3.333 |
Authenticity (use of resolution restriction) | #140 | 4.333 | 4.333 |
Ranked from 15 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 dev effort. Had a great time with this jam, probably the most fun I've had on one to date. Please see game page for credits for artwork and music.
Was the resolution a challenge?
At first I thought 64x64 was going to be really tough, but as I started working with it, I was surprised at how much you can actually do with such a small space.
What did you learn?
I decided to join this jam because it offered a longer timeframe, and I wanted to spend more time writing better classes for my game objects. This is the first jam game I've written that I feel is actually decently made. Lots learned for future projects.
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Comments
Simple but well made game! I included it in my LowRezJam compilation video series, if you’d like to take a look. :)
Thanks for playing my game on your YouTube channel. I really appreciate it.
Super fun arcade shooter! I love the accuracy and stats at the end, the only issue is I can't prevent myself from skipping that page haha! I keep spamming space and move on before I get to see it. i know this is probably so the player can jump right back in, maybe make the player push C to continue or something like that.
great soundtrack and fun overall!
You are right. The controls here are not ideal for starting the game. A different key should be used. I started using X to shoot to save the space bar and didn’t notice this.
Also note that you can hold down the fire key for rapid fire, but it won’t help the auto start problem!
Thanks for the comment!
It's space invaders. Excellent execution on the concept.
I was looking for something more original, but oftentimes game jams are a good way to get programming or some other kind of experience.
I really liked the spaceships--I'm surprised how well scaling down Kenney's vector art worked. Also, thank you for including an easy mode! I had fun playing this
I appreciate your reply, glad you enjoyed it! A few people have commented on the assets. I guess what happened is I downscaled it with no anti-aliasing, etc, and those images are exactly uniform so they just worked. I may have cleaned up a pixel or two but that's it. That added a bit of a fun element to the project. I saw someone else mentioned they used Kenney assets and that they still looked great on a small scale.
Fun game! Quick to jump in to, which is good, because I died a lot haha. I'm ashamed to admit that I had to drop the difficulty to easy in order to get a decent score :P Does the accuracy affect the score? I think the difficulty did give more points per kill on higher difficulties, is that right?
The difficulty level simply makes enemies take 50% less or 50% more hits to destroy. The points are the same. However, points are scored for each hit and not just for destroying an enemy, so the Hard setting might actually score you more points just because you're doing more work, if you can survive.
Accuracy is just a stat for your own interest and doesn't affect score. It was just something I decided to do to add another fun element to the game.
Thank you for playing and commenting.
I got a score of 325. Nice simple little game! :)
Good job downscaling Kenney’s assets, they look great. What’s your experience with Pixelbox like? I’ve done a very basic proof of concept with it, and I don’t know how it scales on a bigger project 😀
My overall experience with it has been good. What I appreciate about it most is that you can get started quickly, and use JavaScript. I believe it could be scaled to larger projects, if you take the additional step of bringing in a 2D game library. With just the core functionality, you need to handle physics and collisions yourself, and as far as I can tell, you can't do things like rotate sprites by default (although you can flip them). So I think there is a lot of potential, but you need to do a little more work yourself to extend what is available, rather than having it already be there for you.
cool thanks, it sounds promising 👌