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A jam submission

The Gallery HitView game page

You're about to do a hit on an art gallery. Break and take loot! Made for Low Rez Jam 2021.
Submitted by Callum Carr (@calhelloo) — 4 hours, 44 minutes before the deadline
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The Gallery Hit's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#2871.5562.200
Gameplay#3011.6972.400
Visuals#3021.8382.600
Authenticity (use of resolution restriction)#3162.2633.200
Overall#3181.8382.600

Ranked from 5 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 alone for the most part, doing the programming, 3d modelling/animation, game/level design and most of the sound effects myself. Scythuz contributed the excellent music, textures and some sound effects.

I enjoyed working by myself on most things, but feel that I could have achieved more had I worked with a team.

Was the resolution a challenge?
With this being a 3d game at such a low resolution, having a visually clear environment was important to me so I made sure to reserve using too many colours unless absolutely necessary. For example, I had an issue with being able to see the guards early on, so I made sure they have a distinct blue colour, as well as a light to know when they're close to the player and when the player is spotted.

Keeping the player's hands within view was another issue for me because I had to keep changing the field of view so that props (like the taser, which is quite small) were still visible in the environment - but this meant that at a low field of view, the hands were not fully visible. This led to a lot of tweaking of object sizes as well as camera FoV, to where I'm mostly happy now with the player's camera view.

Text was another issue, and I feel like I never truly solved it. The text is incredibly blurry, so I had to change the player's FoV when they are in range of text as well as make the area bigger along with the text so that the player knows that the text is important. I still feel that the text is too blurry, but had to spend less time on it where possible and use it sparingly as a result of this.

What did you learn?
I've learnt a lot! Making something this small has definitely helped me to learn a lot to help me to achieve clearer visuals and work towards simplicity. In terms of gameplay, I learnt to not add too many features where it could be unneccessary.

An example being that I added a lot of controls to the game that won't be used in a lot of circumstances, or even at all, especially at this kind of scope of a game. That is something that I will try to change in general about how I develop games.

With that being said, I have also learnt to add things that would just simply be fun to add if they don't take up too much time. Adding smaller ideas to this game like destroying statues of the enemies, the secret room, enemy sleeping and the player getting tased were all small ideas that didn't take up a huge amount time, and end up being fun little additions.

Therefore, instead of things like complex controls, I would in the future choose to focus more on plenty of small features or mechanics like the ones mentioned above.

Regardless, I'm happy with what I ended up creating and consider it a personal achievement. It was a great opportunity to learn more.

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Comments

Submitted

I really wanted to play this, but the download size is too large for a game jam that is supposed to be about low resolution.

Submitted

I took everything I could and ran. My favourite things were the hidden room, and what I can best describe as the lemon with sunglasses. This environment was great fun to wreak havoc in, keep up the awesome work.

Developer(+1)

Thanks so much! I'm glad that you enjoyed playing :) And you're correct, that is a lemon with sunglasses. They're very cool.