thanks! low poly models made in Blockbench + 320x240 resolution
emgemg
Creator of
Recent community posts
Thanks for playing and for the feedback! Yeah I didn't have a ton of time to balance the gameplay, my strategy is to take out the enemies in the first row and get spell strength/speed upgraded as much as possible before moving further into the grid to get the chest. I usually try to corner enemies in the second row to avoid triggering a ton at once. The player gets pretty OP quickly with strength and speed upgrades, though it still requires enjoying twitchy-reflex gameplay.
I also wanted to make reflected projectiles either one-shot or reduce the enemy's health by half to make it more worth it but ran out of time. I think the way it is probably leads people astray because the shield upgrade sounds the most interesting, but provides the smallest benefit out of the upgrades as is
Yep! The main and boss songs were composed with N64 soundfonts with the whole thing going through a convolution reverb with a Goldeneye impulse response loaded, taken from here: https://gearspace.com/board/electronic-music-instruments-and-electronic-music-pr...
I was thinking the same thing once I get the main gameplay loop together! It's often tough to determine how deep the 'holes' are until you get close to the point where you may be unable to recover. I considered either darkening the block colors the deeper they were located or adding a specific texture to the topmost layer of blocks, but ended up not having enough time.
My initial idea for the jam had much more to do with driving, having traffic and various tracks, more interesting car handling, and it would be a race to get to X number of rows cleared before an opponent. Ended up with basic tetris with a change in perspective.
Thanks for the feedback!
Very cool idea overall with the characters having different skills and everything being sports based. I did wish that either movement was faster overall or the environments were smaller. Great character models / music / graphics overall, really liked the 2D style trees. Also ran into a few control issues on my xbox controller (B button paused and attacked when unpausing, A button triggered special). An option to speed up the text in cutscenes would be nice too. Good stuff!






