Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

dabski

81
Posts
3
Topics
5
Followers
1
Following
A member registered Jul 24, 2020 · View creator page →

Creator of

Recent community posts

The game is rendered very blurry. If you do a post jam update it would improve the visuals if the blurriness was removed.

The base resolution of the game pre scaling if there is any is not 64x64 or less.

Nice pixel art however the game is not within the 64x64 screen resolution limit of the jam even factoring in scaling.

Game looks nice however is not within the 64x64 resolution limit of the jam.

I used Godot too. I think its quite easy compared with something like Unity.
Its too late for this jam but you might find it useful in others.
In the project settings
Display -> Window -> Set width and height to 64
Display -> Window -> Set test width and test height to a multiple of 64 e.g. 512
Display -> Stretch -> Set mode to viewport and aspect to keep.
Rendering -> 2D Tick use GPU Pixel Snap

As someone else mentioned the cover does not do this game justice.

Took me a while to figure out how to do the big jump and then got stuck a little further on after the next save point I think. The spikes were somewhat frustrating when trying to jump over them bumping into the side. . I don't know if it would make the game too easy but having the player only collide with the spike when they are moving in the opposite direction to which the spike is facing would make it easier.

A cute platformer. Well done.

Cool game. Was this inspired by the first Zelda?
If you wanted to you you could diffidently take this further. If you continue on I recommend  adding some furniture/decorations to the indoor areas so they aren't so bare.
Also the font is not rendered within the 64x64 limitation of the jam and doesn't fit the pixel art of the game.
Overall good job :)

Cool little platformer.
I like how compact yet readable the font is. Is available online?

Looks interesting. Reminds me of the dos game Pharaohs Tomb however as someone else already mentioned its not 64x64.

I think this is the only game in the jam thus far that I've finished.
If you update the game post jam a shield powerup would be useful so the player can survive getting hit once :)

The player movement felt slow to me however the intro is cool and nice graphics. Also the music fits the game too. Good job :)

I don't know how difficult people are finding it to get past the guards but if I tell them that removes a significant portion of the challenge. Perhaps I can find a way to hint at the solution by drawing attention to the area in the game.
Yeah that trap was devious :) If you look at the last window before the door you can see a bit of the guards helmet.
Thanks for the feedback.

When you get a certain distance from the guards they chase you and move 1.5 x faster. At the moment there is no warning when they are coming and as the resolution is so small you don't see them until they are quite close. Post jam I'll increase the resolution which might make it a little bit easier and maybe give the player some kind of warning when a guard is a certain distance from the player.

I would'nt give a game that could not be rendered correctly on a 64x64 display 5 stars for authenticity.
Its not 100% 64x64 then.

However according to the FAQ

"Can I use screen effects like CRT or scanlines that may exceed the actual 64x64 limit? YES! But, make sure it's optional and that the game itself is 64x64 before effects."

So if the bloom is a screen effect and not something thats applied on a per object basis it might be within the rules.
If you're dead set on using them I suggest having them off by default.
Perhaps try getting in touch with one of the hosts on discord.

Yes.

Someone else brought that up too. If I do a post jam ver it'll be something I look into.
Cheers :)

Its easier in easy mode haha :)
Nothing to unlock in terms of game play. Just a 'you win' screen. Not worth the amount of frustration to reach it haha.

Nice pixelart but as others have stated not 64x64.

Don't know if I'm the only one whos run into this issue however on one of the levels the memory usage more than quadruples and the game crashes.

If I do a post jam update I might decrease the amount of blue energy required for the shield on easy mode.
Increased moment speed is a possibility too.

Cheers for the feedback.

(1 edit)

Thats odd. Its a simple variable decrement as you take down the enemy drones but perhaps there is an issue with updating the label in Chrome on a Mac.

Cheers for the feedback.

(1 edit)

Cheers. I tried having the player move 1 pixel every second frame instead of every frame. However this resulted in some kind of graphical issue which isn't that noticeable on small sprites but is on the background.

I might release a post jam version increasing the resolution to 128x128 which would give the player a little more time to react.

Correct me if I'm wrong but you appear to be using graphics from one of the Harry Potter Gameboy games which you shouldnt do as you don't own the rights.

Correct me if I'm wrong but you appear to be using graphics from one of the Harry Potter Gameboy games which you shouldnt do as you don't own the rights.

I had difficulty sometimes taking down the enemies with the flare gun.
I tried aiming in front of them and behind but either some enemies have a ton of health or the hits not registering corectly?

(1 edit)

I managed to play though to the end however as others have mentioned the controls were a hinderance. I could probably deal with mouse up and down being inveted but left and right is odd...

Also when moving backwards the player model faces the camera. Another oddity.

Still well done in making a 3D game :)

The 16 colour CGA or was it mspaint pallete was specifically used for the play field in the scene where the maitenence guy is playing the handheld game :)

You're not the first person to mention the lack of visiblity earlier on. If I make any addtions to the game post jam I'll probably increase the initial light radius and or do something else to make it easier. The emergency lighting does have a certain appeal though I'm not sure if it would work well performance wise. Still something worth considering if I upload a newer version.

Cheers :)

Nice game. It has a certain feel to it perhaps like some of the retro platformers from the 16bit days.

I had an idea for a roof area however it didnt make it to the game. Simply interacting with the rungs after the shevling unit is all you need to do to restore power.

In regards to the room with the autodefense computer you already have what you need to bypass it.

The last version I uploaded its too dark left of where the player spawns in the hub and also down by the fountain so exploration is limited to roughly a rectangle prior to finding the torch.

As others have mentioned cool mechanic.
Achieved victory in Antarctica :D

Something that felt odd to me is that the white water splash was in front of the ship rather than behind it.

What can I say that others have not already said? Nice composition of artwork :)

I did have difficulty with the wall grab though once I figured out that you have to move away from the wall so you can grab again it got easier :)

The respawn mechanic or whatever its called it nice too making the game forgiving rather than punishing the player with restarting from the beginning which can get tedious.

Nice little adventure game. I played through multiple times and got all three endings :)

Well done.
The the artwork fits together which can be a challenge sometimes when searching on OGA. :)

I don't know if it was intentional but I found an easy way to beat the dragon :)

Also as mentioned by someone else the controls on keyboard are weird.
Q is interact, W is jump and X is shoot.
Might save future players a bit of time if you listed the controls on the page, well at least the interact one so they can read the signs :)

Played to the end :)

(1 edit)

Fair enough :) Try going the way you came in. Theres an indicator on the floor in front of the vent though perhaps it doesnt stand out enough. Also the vents not very wide so you have to line it up to a degree otherwise the wall will block you.

Edit: I added some more markings to the floor and made the opening wider so will be easier for future players who make it that far. :)

Cheers :) I'm not a fan of space invaders/asteroids either haha. Its kinda like a minigame which takes place in the main game.
Thats given me an idea for a jam game. To make a fun/interesting space invaders/asteroids game :)

Yeah I might have made the main area a bit too large. Some more darkness would make the area smaller until the flashlight is found.

Hello, when you say room two do you mean the one after the bedroom? If so see if you can find anything useful in the kitchen.

(1 edit)

You're not the only one.
I ran past the flag and off the level too.

If you make a post jam version consider adding some kind of painting sound when the player paints on an object.

The music fits the game and the art style suits the jam.
Nice work :)