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Battle on Pixel Hill's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #235 | 2.900 | 3.091 |
Audio | #245 | 2.473 | 2.636 |
Overall | #290 | 2.537 | 2.705 |
Authenticity (use of resolution) | #312 | 2.985 | 3.182 |
Gameplay | #340 | 1.791 | 1.909 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
3 Programmers
2 Composers / Audio Engineers
1 Artist
Was the resolution a challenge?
The biggest difficulty was UI and making sure we could communicate information without the screen being too busy. We did this through incorporating information into the art, like having reticle show the progress of their cooldown. Right now, the resolution is causing issues with our export
What did you learn?
The biggest thing for us was the limitations on resolution. This was a big shift in focus. We also moved away from puzzles to actual combat, which was a big switch in genres for us.
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Comments
Same as the other peeps, I couldn't get things to work even in fullscreen. :(
Logo seems to suffer from some form of image artifacting. Troop movement breaks the 64 pixel grid. Shooting from the side doesn't seem to do anything, and I am unable to drop bombs, leaving me with no options to defend myself. The concept seems interesting, however, and the ability to view units based on lanes is very much there.
Honestly I couldn’t get all of the actions to work, but I really loved the concept!
In general I think the idea of switching views to efficiently handle the wave is really cool.
Great work!