Thank you!
diralf
Creator of
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It’s like a whole metroidvania in one small level :) The mental progression of mechanics is excellently traced - mastering the abilities the character already has, and by overcoming each time threshold, we gain new abilities that we can also learn to use and complete the level even faster.
In your opinion, what could be the further development of mechanics? Will it involve adding new abilities or introducing some features in the level design to challenge the existing abilities?
Thank you very much for the detailed feedback! This is exactly what I was thinking about when creating the level. I rarely reached the level design stage before, but I understood that introducing mechanics gradually is better, although it ended up somewhat crumpled. Yes, I like Rive. It’s a pity I couldn’t use direct integration with Defold. There were some errors with Vulkan, and HTML5 is not supported yet. That’s why exported PNG sequences are used in the game itself. But as an animation tool, Rive is very convenient and powerful.
I posted a small (or not) devlog about how it went. Feel free to check it out ;)
https://diralf.itch.io/above-the-threshold/devlog/793639/submission-to-made-with-defold-jam-2024
Thank you for playing and your feedback!
The main idea was to have the level gradually collapse as you progress.
The ruins stood stable, but the bug’s intervention was one too many.
However, I couldn’t implement this as a mechanic and didn’t have time to draw the final scene where the building collapses. As a result, it’s not quite clear what is happening at the end.
A rather hardcore platformer that doesn’t forgive mistakes, which is great in terms of challenge.
It seemed strange that a single jump is essentially not needed; almost all areas are can be passed with a double jump. However, this allows you to feel like the knight in heavy armor. My fingers felt it :D
Overall, the game is very responsive, with smooth animation and a beautiful parallax background.
Very nice!
Hey! I tried to fix the controls, remapped the attack and aiming. Checked the mouse control, and found it was completely broken after I added camera following to the aim. I uploaded the fixed version as a separate project. This is not for rating; I plan to continue adding updates there.
Please chech it here: https://diralf.itch.io/eagle-eye-post-lowrezjam
Yes, these are two different sets of images. Even two sets of game objects. The larger one has all the necessary collision checks, controls, and so on. And the smaller ones are just objects with sprites that copy everything from the larger objects.
When aiming, we see a render target that draws a fragment of the world with the larger sprites.
It looks like this will be the final version within the jam as a technical demo.
However, I am not strong in level design, sound, and music. It will require more time for that. I have an idea of what could be done. I would like to showcase different types of enemies and various situations with one type that would push players to seek different solutions. Maybe even use the environment for this purpose. I would like to leave more interesting details that could be examined up close. I will now check for any bugs that need to be resolved before continuing.
And then I will continue with the first level outside of the jam. It’s certainly very challenging to continue work outside of the jam, but I liked the concept and would like to see how it can be further developed.
With less than a day left until the end of the jam, I would like to share what I have accomplished so far. I still hope to manage to create a truly final version.
But for now, I have uploaded my small test level. You can check it out here
https://diralf.itch.io/eagle-eye-lowrezjam.
A lot has been done. The main feature is the eagle eye itself, with a smart cursor that highlights aiming at armor or the head.
I made it so that aiming somewhere makes sense. If you hit the head, the orc dies instantly, and a special animation plays.
Surprisingly, a lot of effort went into the parallax, more than expected, but I like the result.
I tinkered with the animations and orc controls. After the latest changes, some bugs appeared. But for now, it’s manageable.
Often, rendering bugs can be seen, pixels can sometimes disappear. Something seems off with rendering in 64x64. Maybe I’ll figure out what’s going on later.
Also, the art. Although I used ready-made assets, they were around 16x16 in size. To show a distant view, I needed an 8x8 version. I had to redraw it manually. Simply resizing the image resulted in a very poor quality version. It only suited the background, and even then, I would like to improve many areas.
Next steps: adding a couple of other types of orcs. Also, creating a more meaningful level and adding sound and music.
I’ve never been strong in those areas, but as long as there’s time, I’ll give it a try.
One example for Defold helped me with this. https://github.com/britzl/lowrezadventure
Here, a 64x64 view is set up that can stretch freely while maintaining pixel-perfect movement. In a nutshell, this is achieved by projecting only the 64x64 area from the game and then rendering it on a larger viewport. By looking at the implementation of render pipeline, it may be possible to do something similar in other game engines or find similar ready-made examples.