I made a mistake; my bad!
I thought that the submission window was open over Sunday, so I planned to finish up then. I've made a temporary one for now. The page will be updated!
I'm not sure how to 100% put this into words, but I feel as though I "peer into" the environment of a first-person game more than a typical third-person one. The latter carries more of a "characters on a stage" feeling to me, and provokes a different sensation while playing.
For this jam, I'd like to really meditate on that sensation of "peering into" the environment. When the player encounters something in the game, I want them to feel like they're almost reaching out towards it. I want to capitalize on the sensations of playing in first-person, even though I tend to gravitate more to third-person ones.
Thanks! Making the game was a bit tricky at times, but worth it!
The N64 SDK has been "leaked" a few times over the internet, so I was able to find it with some googling. I installed it onto a Windows XP VM and played around with it. It's quite similar to programming with C and OpenGL, in some ways.
Part of the design of Nayr Odyssey was to let players allocate points into their ship. Feel free to discuss your favorite strategy here. I know a lot of the playtesters preferred ship speed to outrun the Yaralons or high attack damage to deplete battleship shields. Personally, my favourite is Shield Toggle Initiative as it lets you use shields really efficiently and never get hit. Fighting the autonomous machines is a good way to grind.
Ship Initiative | Increases the relative frequency at which you get opportunities to turn your ship. Good for making fast turns or escapes. |
Shield Power | Increases the amount of shields you have. Shields don't run out as quickly and will survive more attacks. |
Shield Toggle Initiative | Increases the relative frequency at which you get opportunities to enable or disable your shields. Good for beginners to stop enemy attacks on a dime. |
Cannons Strength | Increases the amount of damage your cannon attacks do. The best defence is a good offense! |
Cannons Range | Increases the range of your cannon attacks. |
Cannons Initiative | Increases the relative frequency at which you get opportunities to fire your cannons. Effective for depleting enemy shields. |
Engines Initiative | Increases the relative frequency at which you get opportunities to set the engine speed. Works in tandem with ship initiative. |
Engines Max Speed | Increases the maximum speed your ship can go. Useful for escapes or hurrying to planets for more supplies. |
What are your favourites?
Hey! I wanted to thank you for taking the time to give such informative feedback. It's not uncommon to try a game on itch for a few minutes and move on, so I really appreciate your input. 😊
At the start of the jam I decided to myself that I wanted to have the style be a bit like a mid-90s game (eg: simple shading, lower resolution/polycount, etc.) I think think you're right about the Awake/Sleep icons being an accessibility issue and I should have prioritized that higher! Games like Metal Gear Solid did a better job with a lower PS1 resolution by sticking to white on black for smaller text:
I agree with you that a tutorial or some ramp-up would help a lot too. Sadly, I felt as though I was juggling a variety of factors (eg: programming, art, music, etc.) throughout the 7 days of the jam. Even a few dialogue boxes or popups explaining things would have helped a lot. Otherwise the player seems a bit aimless (but not in a good way like Star Control II!). The difficulty curve is a bit intentional though; the weaker enemies at the beginning are meant to help you get the basics of combat down. If I have time later, a "post-jam" update might be a good idea.
To help with the learning curve, I've updated the page description with an overview on how to play as well as a few tips. Please let me know if that makes a few things more clear, and thanks again!
I really like the little tune that plays at the beginning, along with the little effects as you play the game. PICO-8 games usually have a pretty contemporary chiptune style, but this really felt like something that would have been on the 2600 or a similar system back in the day. Your effort towards the craft really paid off here!