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Fantastic work. One of the only jam games I felt compelled to try and 100%. Didn't quite get there, got all the powerups and 10/12 hearts. Searched around for awhile but not sure where I missed them. 

Level design is great, visuals are nice, powerups are solid and given out at good intervals. Backtracking felt good.

If I had to nit I found some of the save points a bit far apart at some frustrating parts, but it was made better when I realized it din't completely wipe items you picked up.

Awesome work on the custom engine too. Interested to hear more what you used for rendering. Did you use an external map editor?

(+1)

I'm glad you enjoyed the game, and thank you for the feedback! :)

I'm writing a detailed postmortem for this project that will go into details about the tech, but in the meantime, if you're interested, you can read the postmortem for my GBA game that uses a very similar approach: https://dreamnoid.itch.io/aereven-advance/devlog/800104/aereven-advance-postmort...

For the rendering, it depends on the build. For the longest time, the web build only used the basic Canvas API but it finally outgrew it and I had to replace it with a WebGL renderer. The Windows version simply calls my "Simple Platform" (SPF) library that was already powering my previous engine (it's built on top of SDL2 and OpenGL). Likewise, the map editor is the same I used with my previous engine and is part of an integrated suite of tools I used to make the content of the game and compile it for the C engine.

And here's the postmortem: https://dreamnoid.itch.io/distant-paradise/devlog/981819/distant-paradise-postmo...