This is nice! I love the use of colour for the characters compared to the snowy environments.
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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.
Hey, this is a nice idea! I think I got a handle on applying the moveset. I'm confused how to open doors though. I tried aiming and swinging the sword, alongside dashing in the direction of the door. Is there a different button I need to press?
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!
Haha, I just saw the trailer for Ape Out and surprisingly not! The grey walls and the top-down perspective match on point though.
I'm looking to hopefully have the sense of windup and timing for attacks that a twitchy action game might have.
I loved the work put into making this seem like it's own product and not necessarily a default Unity game. Does the player direct a RigidBody2D? Were there particular things you found that worked well for tuning?
Hey famjam. Since the theme of this jam is computing the square root each frame, lets talk about some fun, computer-y, math-y, ways to get that square root happenin.
Real talk: we're going to assume we're taking the square root of a positive number.
Using the system library functions
The quick and quick and tried and true stuff.
C and C++
#include <cmath> // for C++ sqrt(490.0);
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Outsourcing the computations to a third party
Quick! Check if the domain is available and apply to Y Combinator!
Feel free to respond with your preferred square root-computing method! Make sure a computer will run it each frame!