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Peili the tabledog's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #9 | 4.000 | 4.000 |
Concept | #33 | 3.529 | 3.529 |
Overall | #53 | 3.015 | 3.015 |
Use of the Limitation | #68 | 2.412 | 2.412 |
Enjoyment | #84 | 2.118 | 2.118 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
kaikkeus
Software used
notepad, my own rudimentary web synth and Audacity
Use of the limitation
speed is needed to keep up with the light
Cookies eaten
0
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Comments
Ahh I love the surrealism of your art and concept. I thought I've already commented on your game during the voting period but apparently I didn't.. Came back here today and saw the new update! The gameplay definitely feels much less confusing.The control feels quite unintuitive, maybe because you can't cancel a movement once it's made. Maybe it's intended to be that way. Also, it'd be cool if when pressing space, the ball will spawn where the dog is currently standing instead of being respawned at the initial position.
In overall, the style and mood is so unique! I really wanna see more cool stuff from you! :D
The art is beautiful and the concept is weird and fun. The lightball was difficult to track without some sort of shadow under it, and it seemed to move through the dog sometimes, or maybe I was not under the correct square.
Yep it's still a problem even though there's an indicator. Anyway, these lightguys had been already scanned and I'd try to add them later, to replace the ball. Not sure how it will look but I'll make it work.
I still had problems with ordering things depthwise. Basic things but sometimes they are very gimmicky. I haven't seen the ball going through the dog though. I also considered shadow and might add it later anyway. It's just that a "light" might not make such shadow... but I guess it shouldn't matter. Reflections would do too. The top of the animal was actually supposed to be a mirror for the light to bounce from (as the character name "peili" stands in Finnish language), and I didn't have time to add the reflections.
Wow easily wins best art for me! Such a sick style!
Love the artwork the song made me feel uneasy tho lol
I updated the music now, I wonder what it feels like now? The original clip is still there but only in one spot. I played these things on my keyboard on my website, and I'm not a pianist, so it's not quite polished. Plus it's a microtonal mixed system, so... my intention is to have it all slightly otherworldly.
I did get that vibe so good job on that
Love the hand drawn art style
amazing artwork! I love the style you presented the game in. It was kind of hard at first as the perspective + how fast the ball disappears was a steep learning curve. I also really love how it is a 3/4 view (not sure what that's called?) as opposed to topdown or platformer. Would love to see some more info about making a game in that style if you had referenced any videos or articles or something! Great job.
The idea for the view is actually for a bigger game I'm planning... and I now realize it feels like giving out information and decreasing the chance of novelty of the planned bigger game... but whatever I guess. But basically the bigger game would be like this I guess. It took quite a time to come up and stick with the view, it's a form of cavalier projection (but I didn't find anything like this). It's 72x72px squares, rather steep 2:1 slope upwards depthwise, so 48px and 24px residuals to different directions. 72 is a great number since it can be divided by 8 and 9 (since I'm planning to have even smaller scale modularity). Also one pixel would actually represent one centimeter... so for example one basic block is the same height as a table, two thirds are the same height as a chair. Also obviously it wouldn't only be 72px, but maybe smaller or bigger in some cases (x times bigger assets - actually here it's 2*72px - and smaller when zoomed out, anyway using whole numbers for sizes are better when things are supposed to be tiling, although it still doesn't always work). I'm using CSS and they have to have image rendering set as pixelated or crisp-edges. Not quite sure what I'm going to do with many different kinds of image edges. My main reasoning for this kind of cavalier perspective was that I want the game to be arrow key controlled and easy (whereas isometric would be weird to control with up down right left), yet straight top-down looks a bit too odd and is hard to draw. Also, in this way you get relatively large bottom layer vertically too (compared to projections where the depth slope is not so steep). It IS supposed to be used as top-down AND platformer thing though. One problem is that I need to draw so much more, since I don't really want to use 3D models either. Especially if I extent these into 8 directions. But after all it still might be something that would be fun to work with, slowly adding material.
Fun idea and cute graphics!
I've gotta make one game with hand drawn graphics, this looks goood
The isometric movement combined with the arch of the ball makes it very difficult at the start to tell whether it's moving down or left and the same issue for up and right.
The art is gorgeous and it's very impressive that you've managed to implement the hand drawn assets this well.
Yep, thanks. I was just about to address the problem. Now I finally added some more direction for the ball. Although I kind of liked it more when it was just a ball with no direction, felt oddly hypnotic and you learn to live with vague directions.
By the way, it's not isometric, but one (or my own) form of cavalier projection which is oblique projection. I might still tag these things isometric, since most websites might not have other options.
the art is so good!
I love table dog.
wwhhhoooaaaaa i love this!! handdrawn is the way
that is one...flat topped dog! I like the concept of a hand-drawn game.