Results
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
I recruited three friends to make this as a four-man team.
The designer created the concept and wrote the script.
The artist created most of the pixel art, especially the portraits.
The special consultant gave critical feedback and provided other support.
I programmed the game and kept things moving along.
Was the resolution a challenge?
We dismissed several game concepts due to the small size of the screen (after cutting away everything beyond 64x64).
We originally planned to have the entire game be voice-acted, but that ended up being too difficult in the time-frame.
That left us providing as much information as possible visually, and trying wherever possible to avoid giving stats in the form of text dumps.
We were not entirely successful (there is a lot of text on screen), but we did achieve the goal of having the player know what choice they are making based on the icons being shown as options, with no text on-screen during the selection process.
The biggest challenge was making a 64x64 game in 1-bit. Our artist did some amazing work in greyscale that we had to alter dramatically given the PlayDate's 1-bit screen. Basic items were fine, but human faces were a serious challenge in the 40x40 space that we thought allowed for a reasonable interface.
What did you learn?
My team worked together very well. We all learned a few things about project management, but I would say this was more of a chance for each of us to use skills that were rusty, rather than a learning experience.
None of us are programmers (except the consultant), so we were really surprised that we could actually finish a game! Even though a lot of features were left on the cutting-room floor, it feels pretty cool to have made a somewhat finished experience.
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