Same as the other peeps, I couldn't get things to work even in fullscreen. :(
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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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