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A jam submission

3064x64View game page

A shmup X breakout combo for LowRezJam 2022.
Submitted by PhilGermano — 4 hours, 48 minutes before the deadline
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3064x64's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#2272.6833.000
Audio#2422.5042.800
Graphics#2812.5942.900
Overall#2832.5942.900
Authenticity (use of resolution)#3342.5942.900

Ranked from 10 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 people worked on this project. I (phil) did the coding. Brian did the art.

I had a ton of fun making it and I really dig the art Brian pumped out at that resolution. I know he was frustrated with how little detail you can fit at that size.

It was a great experience to collaborate as well. All my previous experience was pretty much solo and having people to bounce ideas off of and to keep me in check was really nice.

Was the resolution a challenge?
Yes. Art assets were very difficult to design while maintaining detail. Keeping screen real estate open so players can react in time was tough as well.

We had to make changes on sizing as we progressed. We were completely underestimating how small 64 x 64 is at the start.

At first I tried to keep the proportions similar to a normal game but that ended up making a lot of stuff unreadable or hard to react to. We quickly adjusted and learned our lesson.

What did you learn?
This was a great refresher. I hadn't touched GM in over a year. I definitely learned a thing or two about time usage and realistic targets. This was worked on around my coding boot camp and job so planning was important to actually get things done. It was a lot of fun though.

This project was the first time I used the Box2D physics engine so that was neat. The engine opens up a ton of possibilities and this was a great chance to dabble with it.

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Comments

Submitted

I beat it! \o/ Thanks for that boss checkpoint btw ^^. I can't believe there aren't more game types like this, it's such a great idea!

Developer(+1)

Awesome. I glad someone got to the boss. I had been worried that it might have been too much since I was the main person testing the level itself.  I'm really glad you enjoyed it.

Submitted

Cool concept! Really like the combination of genres. Not sure if it's easily possible in Game Maker, but you could limit the actual rendering resolution of the game to 64x64 pixel and then upscale. If necessary use a shader to sample in that grid and overlay that over the game.

Developer(+1)

Thanks for the feedback, I'm glad you enjoyed it.

It was built at 64x64 and upscaled to 512x512. It all looks so smooth because I used a decent frame rate with sub-pixel movement which kind of borked the whole low rez look and feel a bit.

Submitted

The space invaders/breakout was an interesting idea.
The ship did feel a bit stiff and unrealistic though and break blocks/killing enemies wasn't very satisfying.

The graphics for the most part were nice, but it cheated with the 64x64 resolution.

The music was also a bit repetitive.

Developer

Thank for the feedback. I'm not entirely sure how I'd go about making it more satisfying. Maybe if I made the exploding more impactful it'd help. I'd appreciate any suggestions.

I hadn't even considered sub-pixel movement to be an issue. I can see how it could be taken as against the spirit of the jam. I had just gone that way to keep everything responsive and smooth. I'll keep it in mind for next year.  

Submitted

Not really sure what the requirements are exactly, but to me at least sub pixel visuals do feel like cheating a bit.

But yeah just any kind of feedback I think - I think currently the enemies just flash red once when hit, and just disappear when they die.
Some particles, some subtle screen shake, etc.
A bit of knockback when they get hit by the ball could also make it feel heavier.

Submitted

I don't have access to a Windows PC to play, but congrats on what looks like a solid game!

Submitted (1 edit)

A pretty good game. I like the overall dynamics of the game, especially the music. I also liked the idea of combining Arkanoid and Bullethell games. But I should also note that in such a game I would like to have a health bar or several lives, although the game already feels great, perhaps a easy level of difficulty should be added. It just seems to me tedious to start all over again after every bullet caught.

Developer(+1)

Thanks for the feedback.  I definitely went too hard on the difficulty. I'll definitely add in lives or something similar if I revisit it.

Submitted

This game is pretty cool. Very original concept, mixing a brick-breaker with a shootemup. I would suggest maybe some powerups to make it easier, like a shield pick up or something that gives you a free hit. It's hard to focus on bouncing the thing towards your enemies and also dodging all the projectiles! But this also makes it challenging and fun within a 64x64 environment since theres not much wiggle room. Nice job!

Developer

Thank you for the feedback. Power ups were a stretch goal I never got around to doing. The difficulty is a bit too much but I put the level together like 7 hours before it was due so I was the only tester. I'll definitely keep those in mind if I expand on it.

Submitted (1 edit)

I didnt expect to see this fusion but i think it works well, the art and sound is good i would like to have more lifes because the game is hard but fun.

Developer

Thank you. I ended up with so many different ships because my buddy was churning them out trying to get good looking stuff at that resolution. Difficulty is too high for sure. Extra lives would have been smart just so people could progress further.  I was the main tester so it was sort of tuned too high because I was so familiar with it.