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A jam submission

AztecView game page

Save the Aztecs from the wrath of Tonatiuh
Submitted by SlainteES (@slainteES), vavmusicmagic (@VAVMUSICMAGIC) — 1 hour, 13 minutes before the deadline
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Aztec's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#54.6414.641
Overall#114.3534.353
Audio#154.1854.185
Authenticity (use of resolution)#354.7284.728
Gameplay#433.8593.859

Ranked from 92 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you work in a team?
2 Members, @SlainteES handing gfx code and some SFX and @vavmusicmagic who worked in the music tracks and SFX as well. It was fun, but stressful... this was a very ambitiuous project.

Was the resolution a challenge?
Animating fluently in a "realistic" way a sprite of 10x13 proved a big challenge, but the extra time and effort put into it paid off... Guatemoc is a pleasure to control and watch while he traverses the temple

What did you learn?
From the coding perspective the learnings are Platformers are incredibly harder than expected (and the big refactor required by this code is proof of it), from the music/sfx perspective... first time for @vavmusicmagic on pico8 sound so it was a brand new experience.

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Comments

Viewing comments 60 to 41 of 67 · Next page · Previous page · First page · Last page
Submitted

Congrats, I loved everything! Really sent me back to the past with that kind of player movement. Art & music are awesome. Excellent game! Great job :)

Developer(+1)

Thank you for playing and leaving some feedback. Glad you found the game to your liking and “retro enough”.

Submitted

I like the design and the sound effects, and the animations while running and jumping and awesome. However, I think the stop time after jump is not smooth and when you jump few times slows down the gameplay.

It's a really good game for a jam and your pixerl art style is amazing. Congrats!

Developer(+1)

Thank you for playing and the feedback. Jumping mechanics and controls are to be fine-tuned, there’s been quite some falming around them :P Let’s see if I can fix things post-jam (already working on it, but needing quite some big refactor as cart space limitation for pico-8 gives me no berth for changing that many things)

Submitted(+1)

Good luck! I am convinced that you will achieve it, the base is very good :)

Submitted

Very cool game and art

Platforming is a bit hard, controls feel a bit sloppy

Developer

Thank you for playing and the feedback. There’s a few issues with controls I need to fine-tune, the most relevant is that now it requires a strict & precise button press order for jumping, I need to give it a bit more berth around that so it feels more responsive.

Submitted

Very polished game. Great stuff!

Developer

Thank you for playging!

Submitted

Beat it! Very cool art and nice thoughtful level design. I appreciate the mirrors keeping my progress or I would have rage quit a while ago. Great work y'all!

Developer

Thnx for playing and glad you liked and beat the game!

Submitted

This was one of my favorites that I've played so far! I really enjoyed the level design and was really happy when I got all the skulls in place. The art and music worked really well too. I think I had similar problems with the other commenters where I found the jumping difficult and the checkpoint system frustrating, but I'm happy to see that you are working on it post-jam! :)

Submitted

This was one of my favorites that I've played so far! I really enjoyed the level design and was really happy when I got all the skulls in place. The art and music worked really well too. I think I had similar problems with the other commenters where I found the jumping difficult and the checkpoint system frustrating, but I'm happy to see that you are working on it post-jam! :)

Developer

Thank you very much for playing and the feedback. The Jump needs fine tunning, the button ordering requires easing to feel more responsive and that’s one of the things I have in the to-do list for post-jam fixes.

Checkpoints… I rushed some probably wrong decisions on them in the last minute, those require a full redesign.

Glad you liked the game and that it was a rewarding experience.

Submitted(+1)

Superb presentation, spritework and level design! I’m very impressed. I’m a fan of Prince of Persia-esque games like this so I enjoyed playing through your game. Great entry!

Please allow me to give you some feedback on what I believe could help take the “game feel” from great to flawless.

  • I don’t understand why checkpoints aren’t automatically re-triggered when respawning. It can be a bit frustrating when the game ends just because I forgot to re-trigger the checkpoint last time I respawned. If I have to make the conscious decision to re-trigger a checkpoint or not, there should be some kind of incentive for me NOT to trigger it. Think e.g. Shovel Knight that awards you extra points for destroying a checkpoint instead of using it.

  • I found the jump controls to be slightly clunky. I think it’s because the game expects me to hold down an arrow key BEFORE I hit the jump key; if I press an arrow key after the jump, the game won’t register the direction I want to go in. But I’m the kind of person that jumps first, and then decides a couple milliseconds later where to go :) Because of this, timing precise jumps takes some getting used to as well – when I don’t want to jump too far, intuitively I don’t hold an arrow key until after I’ve started the jump. Fortunately the checkpoints are smartly distributed so that wasn’t insurmountable.

Overall I’m astounded by the polish and mood of the game. Great work!!

Developer (1 edit)

Thank you for playing and the comments… about your suggestions (and by all means, comment, suggest and rant on anything… that’s the full point of having feedback from ppl actually playing the game!):

  • The recharging was a last minute idea that I expected to add to the challenge but I think it ended up not bringing in that much (and bugged as hell in some of the mirrors without an apparent reason :/) It’s something I need to revisit for post-jam version

  • Jump needs some easing, you are totally right in button pressing sequencing… i need to give it some berth for a few frames so you can actually revert order if it’s close enough so responsiveness feels much better. Also a mid-level soft-landing is in my to-do list of jump finetunnings

And I will add to the list of things to fix the blasted ladders, that are the biggest nest of bugs in the game :P

Let’s see if I can fix all that in the following weeks

Submitted

great presentation, glad you were able to finish this even though you cut it close (judging by what you said in the Discord). i'm not sure i'm a fan of the way the jump works, it makes platforming quite difficult.

Developer(+1)

Thank you for playing and the feedback. Jumping needs some fine-tunning to ease things a bit, it was a close call and had not that much time for refining things before the deadline. Working on a post-jam build (that will take a bit, requires a big rework of some core code in the game…), let’s see if I can make things better then ;)

Submitted

Was looking forward to this entry after seeing some of the early screenshots. :) Fun gameplay, and love the graphics and music! Great job!

Developer (1 edit)

Thank you very much for playing and for the feedback!

Submitted

Really enjoyed the game. Music and overall game gave me C64 vibes :)
Player animation at that size was exceptional.

Well done on a very polished entry!

Developer

Thank you for playing the game and nice feedback. I wish it had a better level of polishment… still plenty of bugs and fine-tunnings to do.

Submitted (3 edits)

Amazing job! My biggest critiques are: I found it really confusing to control how far you move horizontally when jumping, if that could've be explained better that would've been really nice (I died a bunch jumping over the lava pits between the stone columns). I was okay with not being able to move in mid-air though. Also I wish I could respawn faster with how often I die :)

I'm glad that you could reuse the respawn points, but I thought it was weird that you had to reset them after each death, and that there was a several second cooldown, it felt like it just added even more time to how long it took to respawn. Also I found a bug where I died and as I was respawning I think I was still holding down the movement key and something happened where I walked over and fell in a lava pit, so once my body came back to life I just instantly died and lost 😆

All that said, what you've managed to make is super impressive, you deserve to be proud 

Developer(+1)

Thank you for playing and the detailed feedback… There’s a lot to fine-tune after all the comments… jumping for a start needs a bit more key/button press tolerance added, now it is too strict and a minor sync flaw your jump does not end up doing whtt you expect. The mechanics with the mirrors as well (and there seems to be still some bug in there about putting the player at full stop when respawning)

It was a very ambitious project and the time to test and balance was too scarce :P Already working on a post-jam build, rewriting a lot of the player’s code so let’s see if I can push things to a more enjoyable level soon.

Submitted(+1)

This game is good D: I don't have any critiques! Good job :D

Developer

Thank you so much for playing and the unexpected “no critiques” :P

Submitted

Congratulations on making this game !

I've played your game during a live that you can watch here :

The live is timestamped so you can go directly to your game.

I hope the feedback and live reactions will be useful. Keep it up !

Developer(+1)

Thank you for the full-lenght play and sorry for that couple of bugs. The random waiting/not waiting for checkpoints is a bug I am trying to identify, falling through the floor was quite something I did not expect, collisions are suposedly some the most solid cod areas in the game… Dying while climbing also shocked me a bit… but could be a race condition… the hit puts you “off the ladder” but if you are pressing a direction and I am checking that after the hit but before the next frame calculation you reattach to the ladder and chaos starts…

I’d say the game plays much beter on keyboard (you have more precise control on the jump) but also I have to refine jumping mechanics after all the commments in the jam.

Thank you very very much for the effort of showing all our games

Submitted

Your welcome, it's my pleasure !

Submitted

The graphics had me in awe, great music too. Very atmospheric piece of work for sure! It makes you forget you are playing on such a low resolution too.

Developer

Wow, thnx for the feedback. I really put a lot of effort on the gfx but I was not expecting they’d be causing that big impact… palette restrictions in PICO8 are really hard to bypass and I was not expecting gfx to work so well.

Submitted

Detailed gfx and nice music, very well done. Unfortunately I'm not very good with platformers so I couldn't get very far, but I think if I was better I would have really enjoyed this game.

Developer

Thank you for trying the game, and sorry that you did not get that much an enjoyable experience with it.

Submitted

I've seen your game on discord a lot and can't wait to try it.

animation, art style, music, level design are very good and one thing I don't like is the controls which are not easy to adapt.

overall, good game.

Developer (1 edit) (+1)

Thank you for giving it a try! Point taken… seems retro platforming is not a thing anymore :P I will revisit controls post-jam, not sure I will drastically change it to mario-like platforming, but I will try to make things better keeping the spirit ;)

Anyway thank you for the feedback!

Submitted(+1)

Visuals are great with the main character's animation being a stand out - it is so beautifully fluid for such a tiny resolution. Gameplay is overall very good and I'm amazed how much variety you managed to include. Audio was also spot on. I occasionally found the control of the character to feel a bit 'off' and they did something unexpected and it was also not immediately clear that checkpoints needed to be reactivated which caused some initial frustration. I think those are minor issues though for such a polished and extensive game made in only two weeks! Great job.

Developer(+1)

Thank you very much for playing and the feedback. Movement needs some polishing, that’s true… will do a full pass over all suggestions post-jam.

Submitted (1 edit)

Found this as the top rated entry, and it's easy to see why. Detailed, immersive, great looking world. Music and sfx fit right in with the theme and the art style. Great stuff overall.

My only gripe is not being able to move mid jump, made some actions a lot more tedious

Developer

Thank you for playing! Cinematic Jump mechanics are in both ends of the spectrum… some ppl (me included I’m afraid) love them and some others hate them and are more into “air-control” platforming. My goal with those in this game was to run away from a speedrunning experience and turn the game into a slower and consciuous exploration experience. I just hope the experience, globally, was not that bad.

Submitted(+1)

I’m glad you came by my submission so I could follow the breadcrumbs back to your joint. Very nice. You made a comment on my submission about contract and visibility. You have a good example here of having things pop nicely. Thankfully, my controller worked great with Aztec. Thanks for sharing.

Developer(+1)

Hey, thank you for playing! Yep, contrast and easily identifying what’s an interesting thing and what is an enemy was a bit complex in your game due to the big amount of “individuals” in the mob following you sharing space and color range with pickups. I don’t have that big an issue in terms of number of clashing elements, but also I tried pickups to have a distinctive set of colors. Great to hear your experience using the controller was good, frankly I did not even run the game once on gamepad, used the keys during all dev process :P

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