Hey GRisk, amazing tool!
I'm also running a 1660 Ti GPU, so no results for me right now.
Would it be too much to ask to add a feature to disable the half-precision mode that's at the hearth of why it's not running on 1600 series GPUs?
Sidremus
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Sorcery indeed! I used low res renders from 3D models to build the sprites and animations. It's essentially the way old games like Donkey Kong Country and Abe's Odyssey made their graphics. It's a cheap way to get animations and it even was appropriate for the GameBoy as some games used the technique.
And yes, I wanted to ensure that the highest score was only achieved of the player never died. A better way would have been up reward them for a wave without deaths instead. It's noted and will be in the second release after the jam ends!
It was great to see this project grow! There's a lot here already. The graphics and UI are very nice and the sound is decent too.
I'm still not sure if this game really gels well as a rage game. It really doesn't communicate the fact that it's supposed to be one. And the controls are still too twitchy. Slow the character down, give it some momentum and lower the gravity. You still fall like a brick.
Overall, it was fun though!
Wow! This is the jam competition I like to lose against! My favorite so far.
The only critical feedback I could give would be to maybe make the enemies a bit more lenient/smaller at the start. And the music could be a bit more varied, but that's the most minor of complaints really.
If you ever want to collab or just need a place to bounce ideas, feel free to join the TightControls gang https://discord.gg/JnyzbDX
Thank you very much for the great feedback! The lack of damage feedback on the boss (and regular enemies too) was still on the to-do list when the time ran out. It's going to be in there for the 1.1 version, after the jam rating period is over.
What do you think, flashing when they take damage and a healthbar for the boss?
Also, if we overshot the quality of the GameBoy, we'll just take it as a compliment! XD
I remember being quite unsure about limiting the visual fidelity more to get a more authentic feel or to do everything the jam rules allowed for. It's a tough one, really. On the original GameBoy, even if it was nominally running at 60fps, had most games run quite a bit slower. And things like dynamic particle effects and accurate physics were really a no show. Instead everything would have been done with sprite sheets and a bit of in engine animations. Flexible Frosty is more on the original side of things in this regard (https://itch.io/jam/gbjam-8/rate/751190).
There's a spark here. Sadly I had no audio and the game wouldn't focus my browser window. So when I pressed down, the page would scroll down (which I worked around by zooming out).
Besides the technical issues though, this really fits the bill very well! The graphics and gameplay instantly put me back into my Zelda days on my old GameBoy!
It really nails the theme of the jam. And it's fun to boot!
My only complaint would be on the graphis and UI. It's hard to parse at a glance. The shield's as a small text in the bottom right, is not very helpful. Especially if it's not displayed at all half of the time. Also, what is the Thrust there for? And, the background stars are the same color as enemy bullets which makes them hard to distinguish. Keep in mind these are nitpicks though. The core is great!