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A jam submission

AztecView game page

Save the Aztecs from the wrath of Tonatiuh
Submitted by SlainteES (@slainteES), vavmusicmagic (@VAVMUSICMAGIC) — 1 hour, 13 minutes before the deadline
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Aztec's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#54.6414.641
Overall#114.3534.353
Audio#154.1854.185
Authenticity (use of resolution)#354.7284.728
Gameplay#433.8593.859

Ranked from 92 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you work in a team?
2 Members, @SlainteES handing gfx code and some SFX and @vavmusicmagic who worked in the music tracks and SFX as well. It was fun, but stressful... this was a very ambitiuous project.

Was the resolution a challenge?
Animating fluently in a "realistic" way a sprite of 10x13 proved a big challenge, but the extra time and effort put into it paid off... Guatemoc is a pleasure to control and watch while he traverses the temple

What did you learn?
From the coding perspective the learnings are Platformers are incredibly harder than expected (and the big refactor required by this code is proof of it), from the music/sfx perspective... first time for @vavmusicmagic on pico8 sound so it was a brand new experience.

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Comments

Viewing comments 40 to 21 of 67 · Next page · Previous page · First page · Last page
Submitted

Really well considered package. There's a lot in here! You did a great job. You got the retro difficulty right too, it was pretty tough until I got into the swing :D 

Developer(+1)

Thank you for playing! Jump needs some time to master, but once you get it the challenge is dropping quite a few full points in dificulty. Glad you liked the experience!

Submitted(+1)

really cool game, overall the design is really nice including the music. i liked the way the control points work but i failed on the jumps quite alot. Controls are always a bit nifty and people should be able to adapt as long as it's consistent so i blame it on my inability to control the character :D

Developer

Hey, thank you for playing it… and feel free to blame my and my antique platformer ideas :P At least I hope it was somewhat fun and a nice experience, not just dying a lot in spikes and lava…

Submitted

The art and the animations are awesome!

The gameplay is smooth, the controls are responsive, and I think it has the correct level of challenge in itself to keep the player playing. The puzzles were well-made and I enjoyed every minute of playing this game. Adored it!

Excellent job!

Developer(+1)

Thank you for playing it. Glad you found it enjoyable. I would have loved an extra week to increase map space and polish a lot of things, but seems it did not require that much ironing in the end given your comments. Thank you very much!

Submitted (1 edit)

I loved the art. Impressive how you could manage so expressive movement and forms into this small space.

Musics fits in just on the spot for the theme.

Edit: I forgot to mention that some platforms "feels" wrong 'cause the character jump is more like a cinematic platformer jump.

Developer(+1)

Thnx for playing and the comments! Seems a lot of you guys are having trouble with the cinematic style… too bad it was the original idea i had in mind then :P Now joking… jumping and collisions definetly need some fine tunning, but I won’t be dropping the cinematic style over full mario-style air control.

Animations ate a lot of the available time (particularly death animation… but seems it paid off ;)

Submitted(+1)

I totally agree that the time expended on animation did worth.

Just to sum up: I love the cinematic style and if you allow me to say I think that maybe tha case in here would be just some slight tuning on level design.

Developer

Totally allowing any feedback… how are you supposed to make things better if not hearing other ppl thoughts on them? Some fine tunning on the level can help for sure, and moving for a 2 state jump mechanic to a 3 staty probably will help as well… now you have “no landing” or “heavy landing”… I am thinnking on adding a “soft landing” with lower recovery time and keeping part of the horizontal momentum (maybe a roll landing?), also grading a bit initial boost so the minimal length of a jump is reduced significantly… Still needing to go through many things before fixing on those, but I keep them in the high part of the list. thnx for the feedback!

Submitted

Phenomenal achievement, looks and sounds great and tons of fun to play. 

Developer(+1)

Thank you for playing it, and glad you had fun playing it!

Submitted

Loved playing this! The pixel art is stunning, and gameplay works quite well. I got frustrated with jumping, and didn't manage to finish it, but I'll probably come back after the rating period to play this with a bit more time. Amazing stuff, no idea how you both got it all done in the time frame.

Developer

Thnx for playing… it was tight and there’s a lot of polishing and stuff to fix, but quite happy with the end result. Glad you enjoyed playing it!

Submitted

Very nice overall! Love the visual style! Animation work is very smooth. The no-air-control jumps are fine, except when you're right up against 1 block jump, then it's kind of funky cuz you need to back away to get to momentum to jump over the block... Mounting small walls might be a nice fix...

Anyway, great job overall yall!

Developer

Thank you for playing it and the feedback… Jumping is one of the things that will require fine tunning post-jam, it can be really tricky on tight jumps. I would have loved a couple more weeks to balance and heavy test everything before the end of jam :P (as probably everyone else participating)

Not too sure on wyhat you mean with the small walls idea… having walls rather than thin posts across a dangerous pit? Looks not so dangerous :P if that’s the actual suggestion

Submitted

I was thinking more like how Mario vaults himself up over single blocks in Mario Run.

Developer

Oh right thnx for the clarification

(1 edit) (+1)

Let me get this out of the way, cuz I'm sure you already know this: this art is fantastic. absolutely did a great job with the space, and I'm surprised a game with solid black background can have this much visual depth. This was a very pleasant game to look at.

The mirrors are both helpful and frustrating. They serve the role of a checkpoint, but if you don't wait for them to stop being inactive to actually use them again you die and return to the beginning. However I see now that this game was going for this bit of risk and reward with this and I think overall you did a good job. However, it took me a long time to ever encounter the mirror running out of revival time, so mayb that needs to be lessened a bit and make them instantly activate again when you revive as well as whenever you feel like click on one.

The platforming was entertaining as i really like platformers, however the game doesn't allow you to change your trajectory mid-jump. that would be fine, except that the game also requires lots of precision jumps. It feels like you were a bit inspired by jump king with this one. This is up to a developer to choose and for a player to decide if they like of course, and I respect that you did it the way that you wanted to with it. That's cool. Don't stop doing that. I also feel like something might be up with the hitboxes. The character feels substantially wider and their feet seems to clip on things. If the character is an unskilled person, that makes a lot of sense, but if they are agile and skilled (not sure if this is what you were trying to communicate) then their feet wouldn't clip, they'd make the jump.  Because of the platforming feeling a bit "clunky" (again not a bad thing if that's what you're going for, and I have no room to act like mine doesn't also feel somewhat clunky) some of the sections I was feeling less like "oh i can't wait to beat this part!" and more like "when will i beat this part?" I hope that distinction makes sense. Again this is very much the kind of feeling some games want to generate. I'm not privy to you r design doc. EDIT: I would like to agree with the other commenters that when I did land the difficult jumps successfully, multiple times in a row, it was very satisfying.

To me, it feels like this game is begging to be turned into a game divided into numbered levels with a door you have to reach (maybe find and reach) but that aren't too long, where the challenge comes from different things depending on the level. Kind of like portal 2 i guess, which sometimes asks you to solve a hard puzzle and other times asks you to use the gun quickly and accurately. If that makes sense.

regardless this game does a fantastic job with it's art and music, the animations are great. and the platforming sections themselves are interesting and pose new challenges, especially with the difficulties provided by the "clunkiness" of the jumping i discussed above. I hope to see you develop this project further as I'd like to see what direction you choose to take with it, whether that be making it a "smoother" platformer with "tighter" controls, or if you lean heavy into the risk-reward gameplay, as both direction still offer lots of freedom to make it your own. Please update me (here or in our discord) if and when you update the game :) Hope some of this feedback was helpful.

(I did beat the game btw. good stuff! Great job on finishing it!)

Developer

Wow, that was a lenghty one :) Thank for playing the game and taking the time for such a big feedback post. In order:

  • Thanx for the comments on the art, this part ate a lot of my time for this entry
  • Mirrors: Agreed after all the comments… they are in the “to be fixed” list, and yes, you can finish the game on a single mirror time slot, so in order to make things challenging that needs to go dow, but with the actual number of mirrors it’s non-relevant.
  • Collisions: hitbox is 8px wide… probably should be trimmed to 6 to match more the actual “build” of the sprite… gave it some testing at the beginning of the development but some issues detecting collisions on ladders and having you “falling through” put that in the waiting list and honestly I never came back to it
  • Jump style: I wanted something that was closer to real jump physics and not to Mario the jumping wonder… this alings better with the dangerous exploration requiring you to stop and think how to go through a particular tight spot (or at least that was my hope)
  • Map/level design: The ideal end-goal is having a considerably bigger map with much more puzzling and backtracking… lever A frees object at X, or activates ladder at Y that you need to go back to pick key for door N the you need to locate and so on… Time and pico8 base constrains did not allow for this. Doors potentially are another good mechanic and can separate/extend the map greatly (going multicart)
  • The future: I need a big code clean-up and refactor… first solid platformer ever and a lot of rushed decisions due to jam time window limitations ruined a lot of things. With the platforming states solved, the ladders fixed and some of the fine tunning needed in other aspects I want to move to native pico resolution (128x128 and the game art really works great at the resolution but requires a tad bigger map for sure) I want to make it into a big / long game… including intro/outro animated seqquences and all.

Again, thnx for playing and the great feedback

Mirrors: "you can finish the game on a single mirror time slot," Now this gave me the idea I shared in the Discord. I think you could make it so that there is a checkpoint at the skull bench and when you arrive, it's a checkpoint and then every time you drop off a skull it's a checkpoint. Then you could drastically reduce the time that the Mirrors will save you at death, and if the tie runs out before the player dies (hopefully it typically runs out on their way back through the challenge a second time to return to the mirror) then they'll die and lose any gems and such that they had acquired since the last skull was placed. You could expand this idea to a full game as well, but I'd have to see how the game is formatted to be able to give additional help for that.

Collisions:  "[...]  probably should be trimmed [...]   some issues detecting collisions on ladders" I think you should do a hidden player mask that is larger for the ladders as there was multiple times that I was unable to go up or go down them when I expected to grab them easily. Though I think it was you who was saying in the jam discord that the trouble with ladders is that everyone expects them to "just work" but everyone expects them to work differently.  I am definitely in agreement with that sentiment, even if it wasn't you that said that.  Then you could make the player hitbox smaller without issue.

Jump style:  "I wanted something that was closer to real jump physics" I figured this was the case, and I respect your decision to do it this way. that's absolutely a core part of the experience and if it was different, the jumps would've been designed differently. I'm partial to games like Hollow knight where i have a lot of control over the jumps, so that's part of what's going on here. It is a bit weird that my game is the opposite. you can move left and right while jumping with exact same speed and control as when you're on the ground BUT your jump height is fixed. isn't that funny? 

Map/level design: Loving this part of your response. "pico8 base constrains did not allow for this." It's interesting that in the next  section you say you're going to stay within pico 8 after reading this.  "going multicart" Do you mean like multiple different Pico 8 game carts?

The future: absolutely ambitious and I love it. Don't be afraid to put it down for later to go and work on other stuff. Coming back to an idea is always an option :)

Developer(+1)

Interesting ideas about the mirrors… will need to digest thigs a bit but adding those to the design bench, thnx!

Collisions need fine tuning, once they are fixed and I kind of make heas or tails on the ladders we’ll see :P

Curious how everyone makes their own ideas on how jumping should work, all them valid, all them different. I was aiming for this kind of jump and works for my expectations ;)

Multicarting allows you to separate things in up to 16 carts in different ways… transferring control from one to the other, using the secondary carts just as data stores… Actually the game is using 2 carts already as I pushed some compressed data initialization in a companion cart. So yes, for now it will be PICO-8… for now… If this goes too far out of what’s possible I might switch to maybe love2D as that’s a supossedly easy port from pico.

And for the future, I want to really nail this one :) I will move back to complete a few stray bits around XOR (completing the music and the level editor) and probably get back to this.

Submitted(+1)

It is indeed a pleasure to control and watch Guatemoc. The music is also a bop. The fixed jump length makes it very fun and enjoyable when you land a correct jump. 

Amazing job!

Developer(+1)

Thnx for playing! jump length is not fixed :) depends on jump button press-time It just lacks air control

Developer(+1)

glad you liked the music!  first time tracking with pico 8 so I hope to keep learning and growing.  it was very nice of SlainteES to let me tag along!

Submitted

Looks great - excellent sprite work and audio. Character feels fluid and comfortable to control.

Some of the platforming is definitely precise. Trying to nail the jumps onto those lava columns got me.

Nicely done!

Developer(+1)

Thank you for playing. Yes, mastering jump is a key skill to develop for this one ;)

Submitted

Really awesome entry! My only minor complaint is that you have to recollect a checkpoint every time after you die, I would occasionally forget and have to restart lol. Overall I really loved this game, nice job!

Developer

Thank you for playing! Yes, discused by many ppl already… those are in my list of things to rethink

What a great game.

Developer

Thank you very much, and thank you for playing!

Submitted(+1)

Very well done graphics, it is indeed a pleasure to control Guatemoc (it's also fun to wiggle its sprite while on the ladders :P ) 

The game is fun, even though I'm not the best player for puzzle platformers, I tend to love more action. It is a bit slow on restarting but that's not necessarily a bad thing, it gives more atmosphere.

I can feel the attention to detail you put in the game. Good job :D

Developer(+1)

Thank you for playing and the feedback. a part (a big one…) of me is quite an obsessive perfectionist and you don’t really want to know how much time went into those animations moving 1px here, one there, rechecking… But I think the effort paid off… even if it’s just for the visuals. Really happy how well such a small character gained a personality and fluid flow in the development process.

The fadeout sequence sure could benefit from some speeding up… it’s not a performance issue but an arbitrary design decision on how many frames to wait betwn palette rotations and wait until all them are done… so quite an easy fix.

Submitted

This was a fun entry! I like how the playable area isn't too big, so any backtracking is very small. I wish those mirrors at least saved a checkpoint automatically when you pass it, for death is easy to come by and means a restart. Thankfully it was short enough to not be any major issue and I just learned use every mirror I came by, even after a respawn. I love the graphics btw, very readable and pretty to look at! Very well done!

Developer

Thnx for playing :) I’ve had a few complains on the obsidian mirrors… will look into readjusting the logic / use cases for them… I hoped the current behaviour made things mor challenging but looks like it ended just being a bit frustrating, so time to redesign that!

Submitted(+1)

The palette choice and the brilliant music give this a really atmospheric feel, I love it. The movement of the character feels really good, the lack of momentum and the pause when you land give it a nice weighty feel, a refreshing change from a lot of platformers that have a similar feel. The whole thing reminds of cinematic platformers like Flashback. Love it. :)

Developer(+1)

Thnx for playing and the feedback… Still quite a few things to polish and fix (particularly ladders… I really do hate them XD) But 2 weeks give you just so much time… post-jam there’s a lot of things to change, fix and improve.

Developer

thanks for the kind words!  glad you enjoyed the game!

Submitted(+1)

Absolutely incredible entry - well done!

Developer

Thank you for playing! Glad you liked it!

Submitted

Love the visuals and the music, it felt smooth to explore the world and the puzzles were really well made!

Developer(+1)

Hey, thank you for playing! Glad you liked the game

Developer

thanks very much, first time making pico 8 music/sfx so it’s reassuring to get some positive feedback, glad you enjoyed it

Submitted

Impressive animations given the constraints! I liked how heavy the character feels and how the jumps are only about timing, though it took me some time to get used to it. I didn't realize you could just wait at checkpoints to get your mirror back, I thought you had to go to the next checkpoint to get it back which made the game a bit more challenging :)

I also found a bug where I got stuck inside walls while climbing a ladder, I couldn't find a way to get back to the previous checkpoint and had to restart the game.

Developer

woops, looks like collisions pushed you all way through the walls until a “spot” without colliding tiles… could be there’s some bbox issues when checkig at some points (and i know top of a ladder is one of those messy/buggy points). The Mirrors take a few seconds to “recharge” after being activated (to prevent easy HP refilling, a bit more time after a full respawn. The intention was to increase the challenge, but yep, some patience does the trick.

Thank you for playing and sorry for the nasty bug that got you “walled”

Submitted

Cool game. Fun to explore the world. I love the main character animations!

Developer

Thank you for playing!

Submitted

Awesome aesthetic, I like the controls and animations as well. Was a bit challenging to figure out which button starts the game at first, since the graphic looks like an O but it's Z actually.

Developer(+1)

Thnx for playing… It’s pico 8 standard controls… Should be a controller icon with info outside the playing area in the bottom right…

Developer(+1)

Just added controls information to the page to make sure nobody else has a similar issue, thnx for reporting this problem

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