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Cool game! I will def rate it once we can, 1 thing i will say (i like to see the breakability of game jam games), you can jump over the boundaries just by spamming jump, and cling to walls just by holding down A or D. As it is your first time, im not really going to much doc for it, but its just a pointer :smiley-face: Also, i just randomly bugged out on the smiley face levels multiple times (i didnt try anything, it just bugged), maybe implement a level reset button? (like "R" or something)

The art is really cool, i would just be careful with the greys, as it is truly meant to be 2 colors only, which means only 1 color (black in your case), and 1 other, (white). In this instance, there are 5 different colors in 1 shot (im not mean so i am not going to doc everything here), so just be careful with that.


I got Super Far, and then the game FROZE AGAIN 6 minutes in. Seems like a fun game, but I really can't keep going. If you fix the freezing, then lmk and I might try it again.

Overall, a really fun game just limited by the freezing! Music was great, 5/5 on that.


If you get a chance, could you rate my game? It is The State Of Matter. Thanks!


Gameplay: 2/5

Sound: 5/5

Art: 4/5 (some of the artworks didn't really fit together)

Use of Theme: 4/5

1-Bit: 4/5

Not sure why there are any greys in anything, i only ever used solid black and white. Maybe has something to do with compression and large pictures? i will try and go back to fix that, i noticed that on the bunny animation too. Not sure about the freezing though, I cant seem to replicate that problem so i wouldn't know how to fix it. "Q" is respawn

i didnt know that! maybe put that in the description of the game. as for compression, on images, set filter to point and compression to none :smileyface:

as soon as a level loads in, press the jump button to replicate

Thank you very much for pointing these out. I uncompressed background images, fixed the smiley face issue (collider was set too low, I did fix that previously but editor crash might have undid that). I changed Respawn to 'R' since that appears to be the norm.

no problem!

It might be that the texture filter is "linear" instead of "nearest", if you used Godot to make your game you can go to Project Settings and in texture you can change "default texture filter" to nearest: what this does is that when displaying an image with pixels bigger than 1x1 (for example, if you scale an image), for each actual pixel on the screen, instead of picking a color in between the colors of the two nearest pixels it will chose the exact color of the nearest pixel (I might not have explained very well but that's my understanding of it)