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A jam submission

ShadowStalkerView game page

64x64 FPS for LOWREZJAM2022
Submitted by Atanii (@AtaniiArt) — 1 day, 11 hours before the deadline
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ShadowStalker's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#2862.1503.400
Audio#2941.8973.000
Graphics#3202.1503.400
Overall#3342.0873.300
Authenticity (use of resolution)#3632.1503.400

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?
only me
it was fun - and exhausting :P

Was the resolution a challenge?
Reading texts. I couldn't fully overcome it...but tried to make it readable.
Other than that there are a lot of "first time" things I've never done in gamedev before - and I'm not even talking about the fact that this is the most complex and basically longest 3D game I've ever done...even if it's short.

What did you learn?
Yes. I tried multiple things like using A* for path finding in Godot or making a boss fight with multiple different attacks and a 3D model, with destroyable body parts.

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Comments

Submitted(+1)

Hey, this is a very cool game! I'm impressed by the sheer amount of content! The artstyle works really well with the low resolution and the horror theme, and the level layouts are pretty clever. I really liked the mysterious atmosphere. It's cool that you can take several paths through the levels. However, I didn't get to the end (yet) because I kept getting lost in the city level. Overall great job, this is very promising!

I ran into a few minor few issues, so I'll just list them in case it helps:

  • The font is difficult to read because of the anti-aliasing (I think you can turn that off in godot)
  • The scanner always seems to keep the last message, which can be irritating sometimes
  • There is a pit near the orange syringe that I got stuck in several times
  • I managed to fall out of bounds at the beginning by jumping over the fence
  • After picking up the orange ammo (that says "exp"), when I cycled through ammo types it wasn't there (only "def" and "shk")


What Software did you use to make the levels? They're huge considering the time constraints.

Developer(+1)

Thanks for the detailed feedback!

I used Crocotile 3D (https://crocotile3d.com/) for modelling (basically a 2D tile-based map editor, but in 3D + 3D modelling features combined), makes the modelling really fast combined with tilesheets. As for the tiles, sprites I used Aseprite (https://www.aseprite.org/) and Cakewalk by Bandlab (https://www.bandlab.com/products/cakewalk) for the ambient music. The engine itself is Godot 3 (https://godotengine.org/).

After I modelled the levels in C 3D, I added some stuff in Godot like the lamp post or interactive items...etc, so the final map model was made in C 3D and Godot.

I had much-much content as idea, even some cutscenes and so...but most of them proved too ambitious for the 2 weak timeframe. In spite of that I tried to keep adding more and more stuff.

As for the bugs / cons, the one I noticed the most were the texts...they were one of the hardest parts because even without antialiasing they were almost unreadable. I tried to increase the font size but it made even the simpler texts multi-paged...if I continue the game in some form it'll a higher resolution, so this problem will go away.

Submitted

Thanks for the comprehensive response! Lately I've been wondering about a way to make maps that can be used in Godot. I've considered using this: https://trenchbroom.github.io/, but Crocotile seems interesting too!

I agree that text is a big challenge at this low resolution. As for the scope creep... yeah I can relate to that too.

Submitted(+1)

reminds me of a voxelworld kinda! Nice use of darkness!

Developer(+1)

Thanks!

Submitted(+1)

This is slick.  I was going to comment about the text, but you already did.  I love the scanning, and overall it drips atmosphere.  I really like the work you did within the constraints, I hope you continue to work on it.

Developer(+1)

Thanks! I think I will in one way or another - but with higher resolution and less eye-straining texts.