i've been thinking about games which are not meant to be speedrunned, discovered this at a right time.
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i had performance issues too, sadly i wasn't able to do much more.. it's a custom 3D renderer and the math is hard to optimize further. best i could do was reduce the voxel scenery to its bare minimum (all the mountains are hollow, for example).
full screen on the TIC-80 is possible, it isn't so much about the drawing speed, but the sheer amount of triangles to process.
having played all entries from FC Jam, this was my personal favourite. it has a charming design language, and is able to teach the player without explicit text advice. congrats on reaching #4!
i think something went wrong the first time i played this, the gods would not become satisfied no matter how many of those items i brought to them. but after that the game worked smoothly, it's fun and highly replayable!
In the case of verbs, there's something in the village that lets you change your action. The level design is meant to nudge the player towards that discovery early on, but it's still possible to miss.
* download TIC-80 from https://tic.computer/create
* type folder in the TIC console
* copy lowrez17.tic to the folder that opens
* in the TIC console, type load lowrez17.tic
* type run
Additionally, if you were to create a standalone Mac build with the command export native, I would gladly upload it! I have no way of doing this myself.
This is a unique take, it's really stretching the limits of low res gameplay. Her mannerisms are enough to hint a bit about her personality - however, she got stuck in the "yay" position after finishing the fighting game.
Moody visuals. For all its simplicity, the enemy types seem to have their own personalities. Appreciate the little details like particle effects and score turning yellow once you pass your previous record.
Maybe it's just because I'm a Touhou player, but I think the difficulty could scale a bit faster.
I love that you have this continuity going on between Lowrezjams! Pretty ambitious, there's quite a bit to explore and interact with here. Looks cheery and the screen doesn't feel too cramped.
Pretty fun and ambitious, but with a simple core mechanic. Traditional moving and jumping were almost unnecessary because of how versatile and snappy the rotation is. For further development, maybe you could focus solely on the rotation, use falling height as some sort of variable for combos?
The sliding is a cool touch, and cute character designs are always a plus. No real negatives to say about this.
it's a very☆ nice
Interesting, requiring certain amounts of health for passing thru locked doors. Perhaps this could be expanded to using health as a currency in general.
Right now the collisions seem to simply subtract your velocity, which causes a stuttering effect - collision events could be used to align the character pixel-perfectly.
(by softmagician on Discord)
had some nice progression.
starts slow enough, and after it's established that not jumping makes it easier to hit enemies (no need to rotate the turret except for discrete 180 deg increments) it challenges you with the double jump
eventually the missiles turn this into a rule and you start worrying about health
it's a very nice