You may be better off contacting the dev on Twitter or their Discord.
Recent community posts
That setting only effects the iframe size. Your web game will see this as the window/document size. So if your game has a 64x64 resolution, scaled up to 640x640 (such as scaling the canvas with CSS, for example), you would set the itch.io page settings size to 640x640 and it should be all good. If in doubt you can check out games from past jams and see what they do.
Yeah, you can have ideas and brainstorm and such. Preparation is good for enjoying the jam when it begins! We just ask you don't actually start putting things together until the jam starts, like; assets, game code, etc.
So there is a provision in the FAQs for something like this:
- My game is for web, can I add border art outside the 64x64 limit? YES! As long as it's part of the page and not rendered by the game.
So on the web you could obviously style the page around the actual game. There's also a provision for optional post-effects:
- 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.
Interpret as you will, it's not like you'd get disqualified or anything. But other people rating your game might think differently, that's why we mention these cases. So technically even on a native build you could render the game in a GameBoy like view as long as that's not the default and is explicitly enabled by the user, then it's totally within the rules/recommendations.
The window never has to be 64x64, just the rendered resolution. You can stretch this to any size.
Generally yes, it's fine, as long as it's not game specific. Another way to look at it is to ask if other engines have that functionality out the box, and if they do then it could be seen as general purpose/non-specific code. Examples of code like that, which I myself have copied from other projects are; sprite/tile rendering, collision handling, audio, etc. Which I think covers you. :)
Submissions open when the jam starts. You shouldn't really be working on the game before that time. Some people create their game page when the jam starts and use it to release versions throughout the jam period and to host a devlog with it though.
OK, removed the animated title for now. The jam body was position absolutely to account for that animation, so when the submissions are listed directly below the flow is all wrong. We'll have to be more careful of that next time! Thanks for letting us know!
Hey I know this was a couple months ago but the issue should now be fixed. It's actually a FireFox bug, anything other than alphabetic alignment has these crazy offsets, so I changed all that and slightly re-positioned everything, haha.
I played this for quite a while and still feel I didn't make much of a dent in the recipe book! Really good looking game.
You know what would be dope, is if you had to fullfill orders or something, and there's a time limit on them; so like you get the order, a couple of clues on how to make it, then you're left to work it out. It'd just add a bit of purpose and motivation. One could easily play this for ages if there was that little hook, "just one more quest" kinda thing.
Also, "Superlative Energy Drink", yes please!
"You have done poorly". Oh yeah, better than usual! :)
Yeah it needs some optimisation, it was rather difficult dragging items in to craft at any speed. And when I did get a bot out sometimes it just got insta killed by the enemy bots already at my base. TBF, I hadn't read the recipes at this point and was just trying things, so my bots were probably noobs!
I like the concept though!
Awesome game, took me a couple of restarts to learn what I was doing. But after that it's all lovely experimentation. I'm pretty sure lightning on anything is OP, I spammed it either way! ;)
A lot of people have the same issue with native versions, and the solutions for things like Unity are rather convoluted. So I think even if they get it working naively, they just assume the web export matches even though it may not. There's a bunch of web games that run through Unity player and others that get it right though, and some where sometimes it's right and sometimes it's wrong. So could be a lot of things.
Really nice. As someone else mentioned there's a little Pokemon nostalgia here, but that's no bad thing. I got to the level where the movable boxes are in the shape of an X, and I could not solve it! :( But otherwise everything on point, really enjoyed it.
Fun! I lost unfortunately, got killed in the overgrown outpost. It was those stone crabs and the switches on timers previously that cost me all that health though. As you say, the limited space doesn't help when seeing what's coming, and I forget easily so I can't rely on me to remember enemy patterns! The art and AI was on point though!