This game reminds me of Pressure Cooker for the Atari 2600. I had an idea if you ever expand on the game you could add customers who order mixed drinks at the higher levels to mix things up a bit.
dabski
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Multiple people have mentioned check points/saving and had difficulty getting further too so if I do a post jam update might address the issue with the elevator shaft perhaps rotating the arrow to point downwards to hint where to go and perhaps a check point near the key.
I've done GB jam before but you're supposed to make everything from scratch which I don't like. Also the resolution might be a bit too large for my low quality pixel art haha.
I think you had the same issue as someone else in that they tried to fly up the elevator shaft. The humans can't block you, you can fly right past them. Whats happening is that you can only fly as long as you have charge(The blue gauge) and you don't have enough to get up there. To get further you have to turn on the generator and then theres another step.
Interesting idea using one pixel to represent the player. Allows you to fit a lot in at that scale. The music sets a certain atmosphere that works well in the game. In regards to the resolution restriction the bar that moves up from the bottom in one of the rooms doesn't move within the restriction but overall good try.
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.
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 :)
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.







