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A jam submission

Knightpath: Low RezView game page

Knightpath is a small metroidvania game made for the LOWREZJAM 2021.
Submitted by GamesBySpencer — 3 hours, 3 minutes before the deadline
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Knightpath: Low Rez's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#294.0404.040
Overall#683.9503.950
Visuals#933.8803.880
Audio#993.4803.480
Authenticity (use of resolution restriction)#1294.4004.400

Ranked from 25 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 game was a solo project made in Godot. It was my first game jam without a team, so it was a fun and different experience.

A few external assets were used, you can view the game's page to see the credits.

Was the resolution a challenge?
The resolution was a fun challenge for most aspects of the game.
Characters had to be clear and appealing using only 8x8 pixels, and interesting challenges had to be constructed in rooms of only 8x8 tiles.
Programming shaders was also a tough challenge to ensure that the effects only had effects in full pixel amounts without sub-pixel effects.

What did you learn?
I learned a lot this project by challenging myself to take on many new features I had not learned before.
This was my first game where progress needed to be carried between levels and my first game with more complex platforming mechanics and animations. Finally, I tasked myself with learning a proper DAW to make the music, LMMS in this case.

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Comments

Submitted

Really solid entry! There's an impressive amount of stuff in this little game. I found 90% of the pickups, according to the end screen. I really don't have any criticism to bring up that other commenters haven't already talked about. Great job!

Submitted

Solid execution of the metroid-vania formula. My only complains stem from a few times where hazards where a little close to the edges of screens, and the occasionally tricky jump involving jumping upward through a screen transition

Submitted

Not sure why it won't play but I've tried a few times. Had to install a few things to make sure everything is up to date, but alas, today I tried again and it still says something about not supporting some WebGL functions. :/

Developer

That is a bit strange, I haven't had anyone so far report any issues of not being able to play. If you could let me know what browser you are using I can look into it.

Submitted

This was a wonderful metroidvania style game! The character movement felt fluid, and every time I died I definitely felt, upon reflection, it was totally due to my poor performance rather than any technical issue with the game. I am curious what the main character is supposed to be. Kinda resembles a 4 legged dog with a robe on… and carrying a scythe? I’m not sure… Just curious.

My only real issue was the wall jumping. Having to be pressed just right against the wall then quickly flip my direction the opposite way while jumping… it’s very very hard to be consistent with that (at least, it is for me). Take this with a grain of salt, though. I may not be the greatest game player ever to begin with, lol. One suggestion for possibly making the wall jumping a little easier is, add raycast nodes pointing in the horizontal directions and, while they detect collision, allow jumping. This should give a little buffer room for those that might be a pixel too far from the wall… Just a thought. Leaving it as is is also perfectly viable.

Wonderful game!! Great work!

Submitted

First of all, the game has excellent crisp controls. It felt enjoyable to play, which is a pretty difficult feat.

It's impressive that you did this in two weeks.

I got stuck in some lower area after you get the time slowing thingy. There was a challenge blocking me from progressing, and I wasn't able to figure out how to use the time slowy thing to overcome it.

Submitted

I loved this. It's a really well-made game, especially for a jam! It felt fluid to play, and while the graphics seemed a little messy at times, (That's to be expected when working at such a low resolution!) I think overall it looked really nice too. The concept was good, and definitely a great idea for a solo jam project.

The only real complaint I have is that the enemies don't react visually to hitting them, (Flashing red or something similar.) So it's hard to really tell that my hit did anything at first. But after I found that out, the game made a lot more sense!

Developer

I am glad you enjoyed it! This was my first Low Rez jam and I wasn't super sure what I was doing resolution-wise so I already know a number of changes I could make if I participate next year.

Submitted

Impressive amount of work done in a short amount of time! I agree about feedback, I got to the final boss but I didn't defeat it, mainly because I didn't know if anything I did was actually working! 

Also, while the visuals are good for the most part, I think some blocks are too similar (Like the arrow and spike block, when I'm zooming through a level, I just see the brown block!). Also, and this is pretty nitpicky, but the health bar, while looking nice, sometimes got in the way. I think that a smaller health bar would have been just as effective! 

Still, really impressive to get so much done in such small time and resolution! 

Developer

So far you are the first person on here to get to the boss, at least of what I know, good job! I definitely still consider the boss unfinished. I didn't get started on the boss until the last day of the jam and all of my play testers were unfortunately unavailable. I got the boss to a state I considered reasonable and just called it there. It definitely could have used a lot more work but I did what I could at the time. Thanks for the feedback!

Submitted

Nice game, good animation. Wall jump is terribly complex to master. general gfx could use some extra push but do work for the resolution and style. Too bad for subpixels… ;) Overall a very solid entry, well done!

Developer

Thanks for playing! I couldn't really find a good way to remove the subpixel movement without making the game feel really bad to play so I just left it in. Maybe that was the wrong call, I'm not sure. I spent a long time tweaking the walljump as well. It changed quite a number of times throughout development. I really wanted it to feel just like the Metroid walIjump without being too difficult. I settled on the current iteration because it was the easiest I could make it without opening up some bizarre exploits. It probably could have used one more rework before submission. I will probably tweak the walljump some in a small update after rating is done. Thanks for the feedback, I appreciate it!

Submitted

The look and feel of this is great, especially the jump animation. It really is hard with the keyboard as you say, controller helps a lot! I found I got a bit disoriented with the screen transitions but that's probably just me and I appreciate the point was to have one section per screen, which was a nice touch.

Developer

I tried a few different variations of the screen transition. If I made it any slower it made the platforming too hard. There's probably some way I could have improved it, but I am not really sure what it would be.

Submitted

Over all a pretty solid mini metroidvania.  The game-play felt nice on everything except the wall jump.  That was pretty hard to execute.  The visuals were solid for the scale, especially the player sprite.  All the movements where clearly readable.  Good job!

Developer

Maybe I needed to find a better way to explain the wall jump. You press away from the wall when you jump like in the Metroid series. Thanks for playing and dropping a comment.

Submitted (1 edit)

This is a surprisingly deep metroidvania. I got pretty far and then got a little stumped (I unlocked the ability to swim/move in the green goop and then couldn't figure out where to go next), but you fit a lot of content into this!

I really liked the overall design of the level. It felt like every time I unlocked an ability, not only could I proceed through an area that I had previously been blocked, but I also usually found a secret (a health upgrade or slowmo upgrade). Really great work placing secrets throughout the world! You nailed the metroidvania aspect!

Like others have mentioned, the combat felt a little clunky. It usually felt like I couldn't fight enemies without losing at least a little bit of health (since they tend to bump into you pretty easily). I found the wall jumping to be pretty smooth. I think I liked the air dash the most, since it had some nice usages later on in the game (like dodging the room of 4 exploding bats).

Great work!

Developer(+1)

Hey thanks for playing, I am glad you enjoyed it. I'll probably release a small update after the rating period is over to improve the combat since so many people have noted on that. If you got the purple suit the only thing you had left to do is beat the (somewhat unfinished) boss back down in the jungle area.

Submitted

Cool game, liked the player movement/feel. I agree with the others about more feedback when attacking enemies

Developer(+1)

The combat in your game definitely felt way better than in mine, nice job! I am probably going to do an update after the judging period to touch up the combat a bit.

Good movenent and simple animations.

Developer

The animations were definitely tough to make in such a limited size, I am glad you liked them.

Submitted (1 edit)

Super nice little metroidvania.  I think the combat could use a little tweaking (it's too easy to bump into enemies IMO) and juice (sfx? particles? idk).  You did a great job with the level design, the atmosphere is great (I like the underground green area a lot).  Using the slow-mo power to bypass traps was suuuuper satisfying.  Great stuff!  Also hell yeah loving all the godot-using-devs I'm seeing here :) :)

Developer

The game definitely needs more juice that's for sure. I couldn't figure out how to keep the particle effects to the 64x64 pixel grid, so I just left them out. Godot is awesome, it is nice to see all these Godot projects! I used Unity for my first two game jams and it just felt bloated and messy. This is my second real Godot project and I like it significantly better.

Submitted(+1)

cute little game! the jump felt really good, but i wish there was more feedback when you attacked an enemy! Super nice little game overall! 

Developer(+1)

I definitely agree with you there. I had been wanting to add more feedback for most of the jam but I always had more pressing things to get to. If I do any updates to the game after the jam, that will certainly be one of them.

Submitted

I love the level design and the way the mechanics were introduced. I also appreciate the awesome art style and animations, very polished game! 

I gave up right after picking up the wall jump, the controls felt a bit counter-intuitive at that specific portion, but I believe that's mostly because I didn't have my controller at the time. Great entry, congratulations!

Developer(+1)

Hey thanks for playing! The wall jump functions very similarly to how it does in the Metroid series. Guess I should have gotten somebody to play test it that hadn't played a Metroid game. Thanks for the feedback!

Submitted

a very well rounded game. Good level design!

Developer

Thanks for playing!

Developer (2 edits)

I HIGHLY recommend a controller for this game. Keyboard controls are supported, but the platforming feels significantly better using a controller. Controller support in some browsers is also bugged. If you have issues, I recommend downloading the game or trying a different browser.