Simple and fun, and I loved the colour palette.
Honestly can’t think of anything to complain about.
Criteria | Rank | Score* | Raw Score |
Graphics | #51 | 4.152 | 4.152 |
Audio | #55 | 3.879 | 3.879 |
Overall | #61 | 4.023 | 4.023 |
Gameplay | #80 | 3.606 | 3.606 |
Authenticity (use of resolution) | #138 | 4.455 | 4.455 |
Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
There was 2 of us working on this game. I (rsvpasap) handled the code and some art and Omar handled art and music. This was our 5th LOWREZJAM and it's always a blast!
Was the resolution a challenge?
Both members of our team are pixel artists so the artwork wasn't an issue. Creating gameplay that also felt fun at this size was a little more of a challenge.
What did you learn?
I've always been keen to make a missile command-ish game so this felt like a good opportunity! I thought it was going to be a lot easier than it ended up being, but we got through it!
Simple and fun, and I loved the colour palette.
Honestly can’t think of anything to complain about.
This gives me nostalgia for that one minigame on the nintendo DS port of mario 64 where you protect the flowers with a slingshot. Interesting resource management that I didn't notice until I started running out of ammo, seems like a good way to balance out the ability to take out enemies. I wasn't expecting the boss. All the spritework was faithful to the 64x constraints, although several elements left the 64x64 grid while moving, resulting in some minor subpixel movement.
Leave a comment
Log in with itch.io to leave a comment.