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Dolus's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #177 | 3.133 | 3.133 |
Graphics | #190 | 3.200 | 3.200 |
Overall | #203 | 3.250 | 3.250 |
Gameplay | #206 | 2.867 | 2.867 |
Authenticity (use of resolution) | #244 | 3.800 | 3.800 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
This was a solo project. It was quite intense!
Was the resolution a challenge?
I was banging my head against the wall most of the time.
What did you learn?
I tried to avoid over-scoping but I think I was still a bit too ambitious. But I think I learned a thing or two.
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Comments
Interesting game with a good amount of scope and nice aesthetic. Unfortunately I got stuck at the monster part and couldn't figure out how to progress (guess I'm an idiot), but I enjoyed what I played. However, I do think the game could use a bit of polish regarding controls and hitboxes, they felt a tad off sometimes.
Thanks for playing!
Yeah, the hitboxes are a bit broken in the browser-build unfortunately. Originally was going to release only the EXE because it works better.
Should look into it at some point.
The game was a bit difficult to play through. The platforming was very rough at first but I did manage to get used to the jumping and it seemed like I was getting hurt by the spikes which had a hitbox larger than the spikes themselves. The death sound is also quite unpleasant. The game also did not seem to be pixel perfect. I persevered and managed to get the key but could not find anything to use it. I appreciated the metroidvania elements and the sprite of the dinosaur-like creature that chases you. An entry with potential but little rough at the moment.
Great little experience, with plenty of atmosphere. Gradually unlocking more of the world was fun, and while the controls took some getting used to I found I quite enjoyed them once I got comfortable. Jumping sections reminded me of early Tomb Raider games with trying to get the jumps lined up just right
The moon was great - suitably quirky for the dreamlike tone of the game, and the hints weren't overly obvious.
Loved the music, especially during the chase sequence, and the sound effects were great. Particularly loved the death sound, which reminded me of the sort of thing you'd encounter in old flash games with a jumpscare at the end - got some fond memories of those!
Managed to find the location for the key entirely by accident, it might be a little too hidden, but definitely enjoyed the surprise :)
Neat little game. The controls are a little quirky but totally playable. The hint system is nice, but once I got the key I couldn't find where to use it, then I died exploring and gave up. The visuals are decent, I wish there was a bit more splash of color.
Good job overall!
Interesting style, could not figure out what to do with the key… the hinting system was giving out some random messages on the bone after I came out the well, not sure if that was real hints or just some bug hiding there. In general the atmosphere of the game is quite unique and the minimalistic animation works on generating that uniqueness. Nice job, would like to see where this goes if you push on with this project post-jam.
The hint system was one of the last things I implemented in a real hurry, so a whole colony of bugs wouldn’t really surprise me!
Nice to hear that you enjoyed the experience. I had a lots of bigger ideas already during the jam how I would go about expanding and improving it.
We’ll see if it ever goes anywhere. It’s entirely… …possible!
Had an interesting vibe.
The start was kind of weird and confusing though, not sure why I had to get a bone for a dog, or why the moon was giving me orders.
Gameplay wise the jumping could be annoying since the height/distance is fixed so making the platforms was hard.
And the spike hitboxes were off in some places - trying to jump onto a platform from the left after dropping into the well would hurt you even though you're nowhere near the spikes.
The music could be a bit overwhelming and the death sound was awful.
Very intriguing aesthetic, and the music fits nicely. I like the unusual abilities/controls, they add to the sense of mystery. The technical side of things could use a few improvements and I could not figure out what the key is for (and the moon was not being helpful either). Other than that, it's very interesting!
Interesting game, I liked the general aesthetic and how the character walked around. I couldn't find what to do with the key but up until that point I got around with some trial and error. It's a bit easy to shoot the moon while talking to him. Music is nice. Not everything is locked solidly to the 64x grid, although the resolution limitations aren't broken in an egregious fashion.
I’m glad you liked the game!
I agree that the engine I use isn’t the most ideal one for a 100% “purist” Lowrez-entry. But I think the fundamental limitation is still there, and most importantly it’s an element that enforced the creative process.
SPOILY-TIME
After you get the climbing power-up, you can climb the lamp in the house and open a lock to finish the game.
I guess I should’ve separated the talking/shooting elements lol. I don’t know if you noticed, but uhh… The Moon only has 5HP… 🌚
Thanks for playing!
This was fun! I was a little unsure of what to do at certain points but I managed to beat it with a little trial and error. I liked the characters and overall atmosphere of the game as well! It doesn't perfectly adhere to the 64x64 restriction (i.e. the character can move and render at positions "outside" the pixel grid) but I think that's more of a programming issue than a gameplay one. Anyways, I liked this, nice job!