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Ropémon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #108 | 3.750 | 3.750 |
Authenticity (use of resolution restriction) | #140 | 4.333 | 4.333 |
Gameplay | #207 | 2.583 | 2.583 |
Overall | #211 | 2.979 | 2.979 |
Audio | #309 | 1.250 | 1.250 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
zwarn - Programmer
limashi - Artist
very pleasant
Was the resolution a challenge?
Presenting the user with information in menus ist very hard if you are limited in the amount of pixels you have. Making clear and distinct monsters was a challenge. Making the attack effects rocked though.
What did you learn?
It was the first time I used render textures in unity and it was a challenge bending the unity ui to my will -.-
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Comments
I agree that this game was SUPER hard to navigate, and I think its because you didn't design enough around the low resolution challenge. It feels more like a higher resolution game that got zoomed in on.
If the character was smaller on the screen, and the map elements were also smaller, you'd be able to see more which would make it way easier to navigate!
I think I spent 15 minutes finding the professors house the first time? By the time I reached it I had already roped two unconscious guys (it was pretty funny dragging them around the whole time) and had no clue how to heal them.
ThEn I went up and caught the unconscious pokemon the professor was referring to, and got lost again..
This game is a fun concept that I like, I think the camera is just too zoomed in to really navigate the world :)
I liked pixel art - very nice.
I was constantly lost - maybe a having a map would help.
The characters are giving misleading directions - and thats cool, it makes you wander around and explore. But having a "run" button and option to skip the dialogue would be nice, as it all takes so much time to actually get to the point where you can actually fight with your ropemon.
I was surprised when stepping on the flowers haha! What a cute touch to the game.
I think this game would be elevated by some sound! one of the most memorable parts of the original pokemon games was it's OST, it would be really cool to see a fresh take on something like that. I think there was alot of empty space on the map which lead to being lost/not knowing where to go, combined with the tight perspective. I enjoy your art and the mechanic of rope throwing onto the little creatures and thought that was well designed. An interesting entry!
Very cute and the art is cool! I think that you should add a sort of "quest pointer" since as other have said it's too easy to get lost. You should probably add a key to skip a dialogue.
Thank you for trying it out. A quest pointer is a good idea and would be next on the todo list. You can at least speed the dialog up by pressing space.
Nice variant on creature collecting. Didn't get very far as it was hard to know where to go and easy to get lost. A quest pointer would have helped a lot. :)
Even I felt cruel cathing and draging the poor ropeman, I liked the idea of throwing a rope to capture monsters. I overally liked the visuals and execution. The only problem I had with this game was the camera, I think it didn't have to be that close to the player. The map of the game felt needlessly large and it became really tiring to travel from somewhere in the map to an other.