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A member registered Apr 11, 2016 · View creator page →

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X to start on my keyboard.


Yeah, if I were to put some bigger rewards on the meta-maze, it'd be a lot more important to be able to navigate it easily. 

Or, you could old-school it and map out the meta-maze using graph paper ;)


Thanks! I wanted to experiment with a really big procedural space, and this was a pretty simple implementation of the idea. I'd like to explore (ha!) more room-and-tunnel (like the original roguelikes) maze generation at some point, and this gives some foundation for how it could be done.



Nice! Kind of hard to control, but fun!

I call it "Theater of the Mind" - the player is invited to role play the Neal's Yard cheese shop gameplay on their own. I couldn't fit it into the 64 pixel constraint.

The "sliding along walls" feature was one that I had planned to put into the game, but didn't do before the end of the jam. I had been testing using a gamepad, which I think makes the game much more enjoyable than playing on keyboard. However, I respect that the overwhelming majority of players will be using the keyboard as their controller.

I decided to upload version 1.1, which implemented the sliding as well as a bug fix; Sherlock Jack's sprite should blink when he's reeling from a hit, which had been working in an earlier version of the game, but as the rendering got improved, that feature got disconnected.

I encourage other people checking out the game to decide whether to play the 1.0 or the 1.1 version (I think that will make the 1.1 version easiest to play, but if you're a Game Jam Purist, 1.0 should be playable, just more work).

As far as dead ends go, that's just how the streets of London are laid out - if that makes this game too annoying, I'm sorry. I had been considering providing PDFs for something like 48 procedurally generated (and then fixed) neighborhood maps, so that players could print them out and use them for navigation to their next destination. I ended up going with doing the generation on the fly, which feels fine for an action game.

I could (well down the road) do a pass on the city map and prune out some of the dead ends. I'd probably have to generate a lot more street segments before pruning to get to approximately the current city size.

See also: for a bunch of generators and things to apply the generators to.


Fun mechanics with possibility to build a bigger world.

Felt entirely authentic to the old sports games, and I liked the retro palette. One or two more pixels would make the font a lot easier to read.

Good implementation of the endless runner idea!

Really nicely polished!

Nice retro feel. Did you consider using mouse to aim?

Really enjoyed playing this - I'll be interested to take a look at the source code and reading more about "functional core, imperative shell" architecture.

I liked the concept!

Seems like a good start to make a 3D action RPG.

I liked the variety of enemies!

It might be hard to play that way. Now I want to try some experiments.

I liked the implementation of moving through the world. I thought that being killed when you missed an attack was awfully punishing.

Reminded me of the old side scrolling shoot em ups from the arcades.

Shooting up and down was a little tricky - I was initially expecting to be able to shoot sideways more readily.

I liked the overall look.

The timer is pretty punishing.

Nice throwback to the beat-em-up games I remember from the arcades.

Some ideas for ways to add depth, if you wanted to extend this:

- add health powerups

- add weapons

- add different kinds of enemies

I really liked the camera movement e.g. on the subway and the "GO" arrow to keep the player moving.

I like the idea of a platformer without so much pressure to get the timing of jumps right.

Nice atmospheric game. I liked managing the ship systems until I couldn't anymore.

Really enjoyed this port.

Reminds me of first person shooter games that I enjoyed from back in the day.

Interesting idea!

Seemed like a really good fit of the constraint to the gameplay. Nice!

Not bad - pretty challenging.

I found the diagonal layout of the streets made me want the input/vehicle control to also respect the same perspective.

Liked the use of the ortho/isometric cameras.

Couldn't really figure out the economy.

I liked that I could play the mingames in any order.

I'm happy to see somebody else did a driving game (completely different from mine).

I got confused by the "recipes" in the instructions, so I just drove around hitting stuff.

Pro: easy to pick up and play

Con: high-res cursor, free rotation felt like it wasn't within the 64x64 pixel display constraint

Faithfully captured the "memorize the series of switches" from adventure games I remember playing. Nice use of sound.

Nice look, familiar gameplay. I found the low saturation color palette a little trickier than the higher saturation version. Good difficulty curve.

I liked the floaty heart.