Great job! This is a really cool idea and executed really well.
Play game
Icarus's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #6 | 4.639 | 4.639 |
Overall | #26 | 4.222 | 4.222 |
Audio | #30 | 4.056 | 4.056 |
Authenticity (use of resolution) | #46 | 4.694 | 4.694 |
Gameplay | #100 | 3.500 | 3.500 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
Adam Trosper (MadamBrosper): Coding
Joel Wolf (enevis): Art/Animations/Coding
Paul Brom (brombropaul): Coding
Special thanks:
Dendroid (soundcloud.com/dendroid_music) for the awesome music!
Was the resolution a challenge?
The resolution constraints really make you think hard about the user experience and what needs to be on screen vs. what you can leave up to player discovery.
With a map size larger than the viewport, we had to make sure that you knew what was happening in each section of the ship, so we added an alert notification system that stays on screen at all times.
In addition, while Unity's pixel perfect camera helps keep the resolution at a crisp 64x64, there are still plenty of considerations you have to code around to avoid rendering issues.
What did you learn?
From last year's game jam, we definitely decreased the overall scope of the game. (Last year we created a game with 3 levels and a bunch of enemy AI.) However, even with a smaller scope, we still ended up leaving some features on the cutting room floor.
For example, we had originally wanted to include a tutorial section explaining the gameplay and controls.
Speaking of...
=== CONTROLS ===
WASD = Movement
J = Interact / Pickup Item / Skip Cutscene
K = Drop Item / Cancel
Hope you enjoy the game!
- Adam, Joel, and Paul
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