I did not expect a bullet hell shooter to get compacted down to 64x64... very well done.
I bought a Japanese 360 exclusively to play Cave shooters, so this was absolutely my cup of tea!
This would work well as a mobile game - swiping left and right for the correct fruit.
As others have mentioned, it's not entirely resolution accurate, but hopefully it's been a good experience nonetheless!
Not overly sure what was going on... wandered around for a while, then had a happy zombie chase me.. who I assume fed off me, had their fill, and wandered away never to be seen again.. good bye, happy zombie!
An RTS at such a low resolution is very impressive.
It does hurt a bit from a lack of tutorial to learn what the icons actually are, but once figured out and the relationship between them, it works well.
We were trying to ape the old 8-bit and 16-bit golf games which used a power meter for the swing, but ended up with stretching and tweaking the one button mechanic for everything... I do like how silly the casting came out of it, though!
Thanks for Playing!
Reading the instructions help, as I didn't realise you could dash, so got past the first bit by careful wall-jumping across the spikes.. certainly fun that you can abuse the wall-jump in such a way and fling yourself quite a distance!
Doing any kind of text-based story games in such a low resolution is always a challenge, but this one worked well, and the whole art style certainly helped provide the bleak atmosphere.
( Browser went funny and submitted this twice.. I deleted the other one, should you have gotten multiple notifications! )
Managed to fill up all the space, and make more money than I was spending ( if only that was always the case! )
Only gripe was that I had to keep pressing the left/right arrows to move, rather than hold them.. though I was silly and decided to see how large the play area was to begin with!
But isn't that how you actually cast ? ;)
The bits on the map show where the items actually are.. originally, I was going to have them represented in the main area as well, but couldn't quite figure out a way to do it without completely muddying the screen.
It's also meant to be a badger.. think I may have modified it a bit too much from the original design this time!
Thanks for Playing!
A fun little clicker game.. though I did find the randomness of the movement a bit rage inducing... "left a bit, left a bit, there cli-agh it's just went the other waaaay"
Will have to go sit and watch the Xenojar to calm down a bit...
Very polished game. I even loved the little splash animation at the start.
A little biome to much about with is certainly my cup of tea, and I could see myself spending ages tweaking things to see what appears. I echo the same hiccups with others in that Chrome doesn't like to lock the mouse wheel to the game, and scrolls the page, which is a nuisance, and being able to click through on the tutorial would help.
But yes, reminded me of Creatures and Little Computer People in a way!
Very well polished and certainly one of the more readable 3D games in 64x64 I've seen. Felt very much akin to Stun Runner, Sky Roads, and can definitely feel the echo from the other comment of No Second Prize and Vroom when using the mouse to control.
Slightly disturbed by the fact my spinning cube appears to bleed when the game is over, though!
Nice little golf game! I actually thought the slopes could have done with a bit more of a colour change to make them obvious, as the first time I encountered them, I didn't realise they were there, and whacked the ball way off course... though once I knew what to look for, I didn't do that again!
Really enjoyed the first set of levels.
Muddled through the second set.
Rage quit the third set...
The random skull movement spoils it a bit, I think.. if they had defined paths, or even just bobbed about in a circle, it'd feel a lot more fair, and still be quite challenging.
I definitely loved it during the first set though - they felt perfectly balanced.
I found the pink text on the car scenes to be particularly difficult to read, but otherwise it worked well, considering it's a text-heavy game in 64x64!
I've been spoiled by DanganRonpa and The Nonary Games though.. was waiting for a psychotic teddy bear or the elaborate murders!
The map generates one location for each of the 16 items, and between 5 and 20 other things randomly, so you can definitely catch em all... I perhaps should've just left it scattering the 16, but hindsight is a wonderful thing.
Sound is clearly my weak point, so will have to concentrate on that Next Time(tm)
Thanks for playing!
That was fun.. I hadn't read the comments on the delay, so didn't actually notice it myself until realising I was automatically compensating for it!
The screen shake almost made it feel quite pinbally to me as well, which I thought was cool.
I sat for a while trying to figure this one out, and there's quite a bit to this.
I did have to scroll up and down a fair bit to figure out what did what, but then at 64x64 there's not a huge amount of space to try and explain within the game itself!
My main annoyance was I think that the cursors should rotate the robot first, and then move in that direction if it's facing it. I kept having to backtrack a bit as I pressed left to "turn left" and ended up "turning left and moving one left"
I managed to get some factories working but I didn't manage to get the door open.. think I'll come back to it later and have another go when I've a bit more time to sit and think!
That was a lovely little game!
Did take me a while to realise they weren't actually going to come onto the ice and to pelt them at the sides, but got through a dozen levels once I figured it out.
Reminded me a lot of Alien Breed and it's many clones, and really enjoyed it.
I couldn't find myself on the maps when I activated them, good to know I wasn't the only one judging from the comments and I wasn't going mad!
My heart sank when I saw this pop up! Thankfully it seems we both went in different paths; this one being more simulation-like, with mine being somewhat arcadey, so there's room for both of them!
I did enjoy this, and the different take on the sword-fighting mini-game was nice as well. The graphics are absolutely lovely too.
So I played it thinking it was quite constrained at 64x64.
Then I read the comments and realised you could scroll the map, tried again, and had a better time with it. Though to be fair, I'm not sure how you could show that the map can be scrolled within the confines of the game without explicitly pointing it out in a tutorial pop-up or something.
Either way, enjoyed the game!
The jumping to fullscreen on desktop is quite annoying, but after switching to a mobile it certainly worked a lot better - which feels like it's target platform; taking your phone out to check on little Timmy while at the bus stop!
I wasn't particularly cut out for keeping the little ones alive either, sadly.. enjoyed it none the less!
I liked the interesting take on pipedream here. It's funny that even at 64x64 it feels like there's a huge amount of pipes to try and connect up - almost overwhelming considering the first level helps you out, and the second level just throws you in at the deep end!
I'd again echo the tutorials or easier levels where there's perhaps not as many pipes to switch around to ease the player in?
Still, lovely little puzzle game!
Fantastic :) Was hoping it was just something simple like focus! Hadn't tested it much until after submitting it - which is slightly backwards, I know - so was worried it was some really obscure bug!
I am hoping to try and get back to this and add in some of the bits I missed out, but we'll see. Finding time can be a tricky thing to do.
Thanks for playing!