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A member registered Aug 25, 2016 · View creator page →

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There are 3 endings - one for the gems, one for climbing a wall and one for consuming souls.

Thanks for playing and you feedback! Map was a frequently requested feature indeed, good to know.

good beans

How... can I play? I couldn't find any downloadable files anywhere

Fair. Good feedback, thanks!

Unfortunately, the text at the top makes this game break the rules, as the resolution is no longer 48x84 - an easy way to check is to downscale a screenshot of your game to 48x84 and see if it looks the same:

Regarding the gameplay, early on, the player is just waiting for the ball to come back - there's no challenge at all. I'd increase the ball speed, add multiple balls to take care of, make the ball bounce off in different directions depending on the ball's position relative to the pallet - anything to make the result depend on the player's skill and not their patience. At the moment, player interaction only results in moving the pallet to the correct position, which is way too easy with the current ball speed.

I got stuck at the black eye part (I could double-jump sometimes but I didn't know what caused it. In general, the level design and signs were intuitive without using language, which is always a plus; the level design was good. The walking animation could be improved - very often you see 'walking animations' where just the legs are appearing and disappearing, instead of the legs actually moving from one side to another, the arms moving the opposite way and the head bobbing. Apart from that, I'd only recommend a tad more polish - i.e. particles. It's generally a quite well-made, enjoyable game.

The only thing I think this game lacks is more polishing - particles when drifting, more interesting menu animations (check out ) and, most importantly, sound - it feels so empty without it! (Also, it feels like the '3' stays on screen for much shorter than the '2' and '1'.)

44! I'm glad to see so many well-made entries, the competition is fierce! The three things I would recommend are an in-game tutorial (my pet peeve), at least one power-up/additional rare mechanic and some more variety in the level design (other crossroads, derelict houses, crashed cars etc.) Apart from that, I loved the attention to detail in the menus, the music and the simple gameplay loop. There was one bug I think, when you go far enough forward that you teleport back but there just happens to be a zombie on the screen before the teleport, it looks like the zombie disappears suddenly.

91! This is truly amazing, no other game managed to get me into such a state of flow yet. Here are my suggestions:

  • More varied sounds when winning with cards - I'd especially like if you added streaks to make being good even more satisfying (also, the sound got a bit repetitive after a while). It would be nice if there were some mild visual effects - maybe even the colors inverting - as a reward for a certain streak.
  • More challenging game modes (possibly, if you figure out how to make them) - more card columns? More card options (like the version with the lizard and spock)?
  • slightly higher difficulty curve - there was a moment when I had already learned the basic gameplay, but it was still a tad too easy, and only then got challenging. Maybe if you do very well near the beginning, cards start to come faster?

These are nitpicks; I gave you 5 stars for all categories. You really impressed me with those animations and that in-game tutorial - such a pet peeve of mine!

Quite a unique concept, I liked it. Unfortunately, you used subpixel movement in the rotation and screenshake which breaks the rules. This means that although the sprites were scaled up, the resolution was higher than 84x48 - an easy way to check for it is to scale down a screenshot to 84x48 pixels and see if it looks the same. Here's an example: (Notice the slight difference in the gun and the explosions between the top (original) and bottom (downscaled).) In GMS2, you can fix this by setting the room size or viewport size always to 84x48, and then using window_set_size(840, 480) in a Game Start event (and I also add alarm[0] = 1 and in alarm 0 put window_center()).

As for gameplay, it's pretty straightforward, though interesting. I would only suggest adding more enemy variety, powerups etc. to make the gameplay more interesting over time.

Congrats, you're the first person I game 3x5 stars to! If I had any suggestions, they would be these:

  • Making an in-game tutorial;
  • Making "2" go down and "5" confirm in the harbor menu (I mean, on my keyboard numpad "2" literally has a down arrow on it);
  • Improving the UI in the harbor somewhat (making the best use of space, making sure text doesn't clip into other UI elements - it does in one of the upgrade options, I forgor which)
  • Making unique sprites for the different crates and fish in-game - I know they have different appearances in the shop, but it would be nice if there was some more variation in the game view as well;
  • Ship sprites in increments of 22.5° (π/8 if you're a nerd like me) so it looks more smooth;
  • More distinguishing features around the coast, like houses etc.;
  • Enemies with different attacks or attack patterns;
  • Some actual original music using the soundfont in the resources - even just a uniqur jingle in the splash screen would be nice.

Keep in mind that although this list is long, these are all just nitpicks, things to think about for a post-jam version. You really impressed me!

I think you haven't read the limitations on sound - it must be monophonic (only one sound can play at any time) - and while I don't think there are explicit limitations on what sounds you use, I think it's more authentic to use the sound pack and soundfont in the resources.

Regarding the gameplay, I'd definitely add an animation to attacking - at first I thought it was broken, but no, it just doesn't do anything unless you're standing right next to an enemy, which feels non-immersive. I appreciate the coyote time - it's rare to see in games like this - but I still think a rectangular hitbox would be better than a capsule; sometimes I'd slide off the edge of a platform. I'd almost never recommend making textboxes disappear based on a timer, rather than disappearing when the player presses a button; different people have different reading speeds, and it's easiest just to put them in control of the dialogue speed (for most of them, I was waiting for the text to disappear, but one was so long that I didn't manage to read everything!)

Finally, while the story bits were intriguing, the gameplay was repetitive enough that I didn't feel like finishing the game - I'd recommend adding more variation in the level (some interesting environment elements, like skulls, bodies lying around, etc. as well as random events, such as hands rising out of the ground with a sound stinger, which I feel could add to the atmosphere of your game), more variation in the gameplay (ghosts requiring different tactics to defeat, e.g. moving around, rotating their line of sight) and possibly a map to help you locate the last ghosts when you've defeated most of them.

Tip: always export as .zip, not an installer. It's far more convenient. I've found that even for paid games, people far more often download the zip than the installer. And for some reason I'm unable to open the installer, it just shows the loading cursor for a second and then stops without doing anything.

No, I hadn't - it looks quite cool, similar to Playdate. Maybe I'll make a game for it someday. GMS2 is usually my engine of choice for pixel-perfect games such as this one - I think Godot is better for high-detail sprites.

You must have misread - it says 84 x 48, not 84 x 84.

Yes, you can scale the screen - but it should be "nearest-neighbor" or pixel-perfect scaling, which means that if you scale down a screenshot of your game to 84x84, it should look identical ( - the original is on the left, the scaled-down version on the right). What you did is essentially make 1 unit equal to 10 pixels - but you're still rendering everything to a 840x840 canvas, instead of rendering it to a 84x48 canvas and then just stretching that canvas. (I also noticed that the meteors themselves have different shades of green in them, which is also not allowed - there should be only 2 colors on the whole screen at all times, no shades between one and the other.)

Sorry I didn't read the description for the controls - now the gameplay makes sense, it's actually quite interesting to control when the meteors come and then just reacting to them, although the coins always appear so close to the left that it seems to be just luck whether you collect it or not.

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Subpixel movement means that your game is actually being rendered in 480x320 and not 84x56, because even though the camera size in your game engine is set to 84x56, when you scale the window, things aren't drawn snapped to the nearest integer position; so when your player's y-position is 4.85 for example, it's drawn at y=4.85 and not 5, so it's slightly higher than if the resolution was actually 84x56.

In other words, when you scale down a screenshot of the game to 84x56, it appears to be losing quality - this should not be the case.

(The image on the right has a resolution of 84x56 pixels.) According to the rules, the resolution should be 84 x 48 pixels, without subpixel movement. I don't know how to change this in Unity.

I can see you tried to address the limitations, but the thing is, if you take a screenshot of the game, scale it down to 84x48 and then back up, it doesn't look identical. This is an easy way to test if your game's resolution is actually 84x48.

What I do when scaling up windows in Godot like this is I keep the window width and height at the minimum resolution (84x48 in this case), but the test width and height (a bit lower down in the project settings) to the scaled-up resolution (840x480 in your case) - there might be a better way of doing this, but it works for me. (Another suggestion for future jams - export a Web version! Those get more attention because they're easier to get straight into playing.)

Another thing I noticed is that your sprites are blurry (and would be even more blurry at 84x48), which can be simply fixed by selecting your sprites, selecting "import" next to the "scene" tab, turning off "filter" and reimporting.

Yeah, I get the time issue. Sorry, I just like to give criticisms when giving feedback because I think it helps to know what you could've improved, as opposed to just hearing "well done" - I hope I was being constructive.

Wow, thanks! Glad to hear you enjoyed it. I used GameMaker Studio 2 - I'm not sure if I would recommend it, but it's what I'm most familiar with. Yes, there are multiple endings - if you go to the far east and west you might discover them.

If you're fine with spoilers - one is where you get all 7 gems and ascend, in one you climb the wall on the left, and in the third one you get the Rod and take the souls of all other NPCs. (I'm thinking of decreasing it to maybe half of the creatures though, to make it easier for players to stumble into).

I'm glad to hear that! I guess I could give the player more endurance at the start, but the whole point more or less is that it's yet another metroidvania-y upgrade factor. A map would be a good addition.

I feel like the mechanics could be better explained; it took me a few tries at the third jump to realise that I should shoot the bubble horizontally. Mark Brown explained that in the Mario games, the mechanics are always first shown in a safe environment where players can test it without consequences for failure - you could've done that for the horizontal bubble and its effects. Apart from that, the game could definitely benefit from more polish - more textures for the ground and environment, better animations, UI that is in front of the tiles and not behind them (it's possible to cover up some of the text by walking to the left at the start) - the usual stuff.

Sorry, I was unable to run it. After double-clicking it showed me the waiting cursor for a second and then did nothing.

Well, you definitely didn't follow the restrictions when it comes to screen resolution, it's much higher than 84x48 (and you used transparency in the effects when an asteroid is destroyed). As for gameplay, it's just a regular shooter, not much to it. You could always make it more unique by adding special powerups, enemies, some kind of twist/gimmick to the basic gameplay (you can only move by shooting in the opposite direction? If you run out of ammo you die? You can only kill enemies with other enemies' bullets? Something along those lines). Finally, one thing that bugs me a lot - there's no reason to ever stop shooting. At that point you might as well make shooting automatic instead of requiring players to hold down a button for the entire game. Implement an ammo limit? Some obstacles that hurt you if you shoot them? Guns overheating and not allowing you to shoot for some time if you shoot for too long at once? There's many ways such problems can be fixed.

I can see this game has potential, however it does suffer from some oversights (apart from the bug). If you just spam the up and down arrow keys, you can play indefinitely (even with the bug breaking your screen) without any effort at all. A simple solution could be to penalize the player for pressing a direction when there's no duck there, for example by having the hook stay on that side and making the player unable to press any directions for half a second. What confused me on the first couple plays was that after gameover, you're sent to the gacha screen; at that point I hadn't figured out how to play yet and had 0 tickets so it made it annoying to try again. Finally, in the prizes screen, for some reason the cursor goes a bit randomly when you just press right - sometimes it goes down or backwards.

If you flesh out the gameplay some more, you could have a really nice game with a good incentive to keep playing. The gachas are a very good idea!

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Quite an enjoyable Loopover clone (unless you came up with the concept yourself; if so, congrats)! I don't know why you decided to stretch the game window like that, I made sure and it is actually 84x48 if you stretch it back... The controls seemed unintuitive at first (I expected to have a button to "grab" a piece and then slide it around), but they were really nice when I got used to them. I feel like you could add more to the completeness in the form of menus, more difficulties (it seems like the shuffling of the board isn't random?), maybe more styles for the different fields, more interesting title/menu/win screens (although the win animation is quite cool, I'll give you that). But I can definitely imagine this on a Nokia 3310, and I can imagine playing it myself to pass the time - so good job.

I calculated the aspect ratio to be 84x56, you had plenty of subpixel movement, the buttons got slightly darker than the two allowed colors when you hover over them... you sadly didn't follow all of the rules. What I can say about the gameplay: the nature of how you're supposed to play, timing your second jump just right, requires the player to either see more ahead in the level than what you show them, or to memorise the level, which is not much fun. You could make it more forgiving by always making the second jump the same height as the first (setting the ball's vertical velocity instead of adding to it) or by showing more of the level ahead (thus increasing reaction time). As it is, you've got pretty much just a memorisation game.

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Thanks! I hadn't heard of the Anno series before, I just used the word in the title in the Latin(-esque?) meaning of "year", as if the events are happening in 3310. The game was inspired by Endeavor.

Actually amazing. Super well executed concept, would've been nice to have some powerups and other random gameplay-changers throughout, though (bigger snakes, screen distorters, etc.) I believe you can make this even more complete, however definitely 5 stars for the quality and innovation, well done.

Actually quite fun. What I didn't like was the readability - it wasn't immediately obvious what was an obstacle and what was a powerup. Apart from that, I really liked the slow-down-time-shader, but I believe you played music over the sound effects, which is not allowed.

Yep, this definitely does not adhere to the rules. The window resolution is way too high, you've got transparency... and I believe there's only one meteor and the score never updates or anything...

Wow, a really solid entry, love the concept. A tutorial would've been nice, but I figured it out soon enough. I noticed you have pixel transparency, however (e.g. in the "3, 2, 1" you can still see a 'ghost' of the '1' after it disappeared), and I don' think that's allowed. Apart from that, really solid, fun game that I have nothing to complain about.

Well, you definitely didn't adhere to the limitations; the music is not only multi-instrumental, it doesn't use the Nokia bleeping sound; the menu uses mouse input, which is not allowed; the resolution is fine, but there's sub-pixel movement and some sprites have smaller pixels than others, which is not allowed. It's also visible that there's anti-aliasing (blurring) between pixels, which shouldn't be the case. (Try turning off "Filter" in the import settings of your sprites.)

Gameplay-wise, I can tell this is just a demo so there's not much to judge. Still, I think you could make walking around more interesting if the environment looked more varied and unique.

I'm sorry, but this is simply not engaging enough. The slow walking speed, complete lack of action, tension, danger and clear goals will make most people (including me) quit before finishing. I'm sure it's possible to make an effective horror game in this style, but you'll have to create tension somehow. I'd add a flashlight and maybe some other movement abilities like dashing that would make the levels more interesting - and make it more scary when you suddenly can't use those abilities anymore. You could always do the old trick of "look away- and when you look back something has changed". You'll have to hook your players in with a mystery or a scare early on for them to keep playing.

Thank you for the feedback! The animations and map are good suggestions for the post-jam version.

yes. yeeeessss. good.

I understand the password is there because this is a placeholder submission?

It seems from the screenshot that there's more things to do, but I only ever got the cat videos and coupon window, which made it very simple after learning how to beat. It would've been a very nice game if you didn't know what windows would come up every time, especially if there were a huge amount of possible windows to get. This has potential and it's quite fun but not polished enough (or I'm missing something).

Nice, simple, fun. I would've enjoyed it if there were more things to do beyond beating the game, harder difficulties, unlockable stuff, etc. Still very nice.

Any text editor will work


I made this a long time ago. I don't really take responsibility for all the awful mistakes it has.

The creator is pulling a big brain move. It's too smart for you to understand