I'd definitely like to work on it in the future. I had a lot more planned for the game initially. There were meant to be 3 bosses, puzzles, lots more lore stuff, but for a 2 week jam it was too much. I'm working on other stuff at the moment, but I'll probably get back to this game at some point! I'll also probably abandon the low-res concept, 64x64 just felt too low and I think the graphics look a lot better at 256x256 (at least for the default). Thanks for the feedback. Other weapons shouldn't be too hard to add, a bow and arrow could be fun!
Recent community posts
I see what you mean. While I started making this for the lowrezjam, I also want to work on it post-jam, probably at a higher resolution, so I didn't limit myself to making very low-poly models and going with simple lighting.
The default is 64x64, with no textures, but the game can optionally go up to 512x512, with textures. I plan on having 4 main areas. 3 areas with boss battles, to obtain gems that have special powers, and a final 4th area where you have to use each of your 3 powers to solve a puzzle/defeat a boss.
Thanks! To be honest, not that much thought went into the levels. The main thing I focused on was trying to make sure it didn't get too repetitive. Because I'm the one making the level, it's hard to tell if it's enjoyable/challenging, so it did get a little stressful near the end. The two door areas in the start of level 3 were thrown together in the last few hours of the jam.
Very fun! The control feels a bit slippery, but other than that, it's quite nice! (I can understand the slippery feel, to add a bit of difficulty, maybe?) Funny that we had the same idea of flipping between red and blue! Maybe some super mario galaxy 'Flip Swap Galaxy' inspiration?
If I pay for early access, will I have to pay again when it's released, or pay more for extra features? Also, if the game ever moves from applab to the main oculus store, will I have to buy it again, or will it convert the purchase to the main store release?