Really nice work! I loved how much you managed to squeeze into the tiny resolution. The whole thing was overflowing with little mechanics and polish. The sound felt cinematic but managed to fit really well with everything, making every gun shot feel powerful. Quite unforgiving but a really fun little game!
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Lovely all round. I really liked how well the levels were built around the small resolution, using it instead of fighting against it. Additionally everything looks and sounds great, nice work!
Here's the late link for your game if you want to try submitting again:
For future jams: you have to have your game set to "public" before it will let you submit.
The star stays where you left it -- unless it was stuck in the ceiling, in which case it may be below where you left it. When you die and respawn at a savepoint the strays are removed from the world and returned to you.
Some care has to be taken when throwing them to assure you'll be able to get them back without having to die first. They act predictably when they bounce off something, so you should always have a good idea of where they will end up.
Made some progress on the map that will actually be in game. This is the first time I've planned the map out before making the thing and it definitely feels like it'll come out a lot better for it.
I've decided to post my progress as I go along. Usually I work out a title for a game when I realise I need to put something into the submission box in the final minutes of the jam, so it looks like I'm stuck with a fairly rubbish thread title.
I just realised the palette kind of matches itch.io
For timelapsing I tend to just use scrot, ran every 10 seconds in a infinite loop in a python script -- the script also allows a number of workspaces to be "excluded" (using wmctrl to check the active workspace), so that anything you want to assure won't be included on the timelapse can be done on an alternate workspace. I then use mencoder to piece it together into a video.