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Territory's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
VISUALS | Did this game have nice graphics, art or design? | #5 | 4.615 | 4.615 |
AUDIO | Did this game have great music or sound design? | #9 | 3.769 | 3.769 |
Overall | #11 | 3.646 | 3.646 |
MOOD | Did this game have atmosphere, or did it make you feel something? | #23 | 3.231 | 3.231 |
IDEA | Was this game innovative, or did it use interesting mechanics? | #25 | 3.462 | 3.462 |
FUN | Was this game satisfying to play or did it bring you joy? | #34 | 3.154 | 3.154 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Let people know how long has this project been going, or share a bit of its history.
Game was initially created for the Low Rez jam back in 2016, we didn't manage to finish it for the jam deadline and it's been on hold ever since. For FFS we decided to remove the low resolution restriction and update it with a lot of new gameplay
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Comments
Everything meshes together so well, like the artistic and audio styles in this bright and fun sorta puzzly, sorta reactiony game. I like that while you're slow you get to build a plan of action for how to reach the more difficult blocked off regions to color or powerups that help you progress. Plenty of challenging and varied level designs, that also introduce new mechanics and obstacles as you go. I will say there felt like a slight delay, or the timing was a little imprecise with turning but maybe that's just me. The game is very charming though, I could totally see it being played on an SNES.
Would love to steal your artist :) Really great work all around!
I love the artwork too and thought James did a great job :) thanks for the comment.
Hey James, Adam, and Adam(Edge)! Back again for another year! Really enjoyed Cherry Creek last year and was excited to play this year's entry.
Your guys' art is always on point, the palette is fun and it reminds me of Kenney's palette. The levels get crazy hard when you start getting farther along. And there's sooo many different ways to die! You can run into: a wall, a tree, a moving tank, a barrel, or a hedgehog. You can die from sinking in the water, hitting yourself by bouncing a missile off the purple walls, shooting a barrel too close, or being shot by a turret, etc. But honestly, it's really fun to weave through and see how far you can get! Re-spawning shouldn't take as long as it does since you don't know what you can and can't run over and it becomes kind of frustrating. For instance, I blew up a tree and expected to be able to run over it but instead I died and had to wait to respawn. Same goes for the water edge, I expected it to be treated as an invisible wall. When I collect two shields, I expected to have two shields instead of one. Just small stuff like that, easy to change, but would make a world of difference. Hope you continue to develop more games like this and I can't wait to see what you guys have in store for next year! :)
Thanks Adam! Yep, back again. Yeah we could do with a few more iterations on it, there are a lot of ways to die... I've got a few ideas about the respawn, got it on my list to speed it up and maybe add in checkpoints so you don't have to go all the way back to the level start when you die. I should probably make it so you can just blow everything up... and I like the idea of building up the number of shields. Hopefully we'll have some time to keep working on it.
Nice look, simple and fun and a the right amount of challenging
Glad you enjoyed it! We appreciate the feedback.
Very polished. Bit of a slow start, but great work.
Thanks! If we get around to working on it any more, then I've got some ideas to make the training levels a bit more interesting.
Wow, this is a really nicely executed game, great graphics and audio.
Gameplay-wise I thought it all felt a bit slow (tank movement, and transitions between levels), and painting a whole level without the radar dish is a bit tedious. I think either movement is too slow, or the levels are too big for my tastes.
p.s. thanks for organising this awesome jam!
Thanks for the feedback Mark. It's good to know about the speed, I had it running quite a bit faster in my initial tests but bottled out and slowed it down, as I was worried it would be too difficult. With the helipads and an out to exit the levels early I was hoping it would keep the pace up a bit, but I appreciate it could be a bit more arcade-y and faster paced.
It has given me an idea about adding in compound radar dishes, so the more you collect, the bigger the radius.
Really awesome work! I am so impressed! love the idea, and the gameplay! it was fun to discover what the different pickups do, and the level design is done superbly well.
Thanks for the positive feedback, we're glad you liked it!