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It is natively 160x144 in engine and visually scaled 8x bigger for modern monitors, so 1280 x 1152  :)

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understood, but your physics engine is rotating things in ways that wouldnt be possible on a Gameboy. You'll notice it most clearly on your asteroid sprite.  It rotates smoothly rather than being locked down to the resolution of the Gameboy. I used a sprite sheet of different angles to have a rotating ball without breaking this rule for example.

This is a common oversight with low rez game jams though, people often use opacity and break the color pallette rule as well.

Oh definitely, I did a bunch of research on how gameboy graphics are rendered and nothing about how the individual sprites work in my game is compatible. Since it wasn't in the requirements for the jam I didn't ever even consider trying to accomplish that. Your game is FAR more authentic than mine. 

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It is technically in the requirements, it's just often misunderstood what the requirement is.  Your game isn't upscaled from a gameboy resolution, it's using a modern resolution with sprites that are low resolution.  It matches the aspect ratio, but you aren't just doubling the existing pixels to get the result. The rules are trying to say this with the examples they provide, but they could be clearer. 

I don't mean any of this to criticize but to clarify what the restrictions are. I just think since the resolution is the primary restriction it goes against the spirit of the jam to interpret it this way.

I appreciate you saying my game is authentic and I don't intend this to be an attack of authenticity :)

I see! Then I definitely misunderstood the requirements, I thought as long as the viewport was 160 by 144 with 4 colors that was all I had to concern myself with. 

To your point, I'll try to keep that in mind for next year and see what I can do with the proper constraints. 

No offence taken, thanks for clarifying. :)

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I'm excited to see what you come up with! So many amazing entries this year