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Project: PAG - Tech Demo's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Technical | #4 | 4.333 | 4.333 |
Graphics | #22 | 3.333 | 3.333 |
Polish | #25 | 3.167 | 3.167 |
Originality | #32 | 3.167 | 3.167 |
Overall | #34 | 2.833 | 2.833 |
Audio | #43 | 1.000 | 1.000 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Impressive effect! It'd be great to see a full game with this feature. The controls also feel really good!
- Great tech demo! It could be the basis for a great game. The collisions system is great, and I love how the shadows are rendered. I would like to play a full game with them :)
- An impressive tech demo, you've implemented a very smooth and fluid physics engine, I look forward to seeing what you manage to acheive with it in the future.
- Very cool physics!
- It may be just a tech demo but this is superb! I've never seen rigid body physics on the GBA, and the 3D-ish effect works great. It feels satisfying to roll around, this could become a great game!
Jam ROM submission
Ok - understood! I attached the GBA ROM file as "MYGAMENAME_jam.gba".
Type of submission
Demoscene
Tags
RPG
Adventure
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Comments
It's one of the most beautiful physics I've ever played on gba. It's fluid and impressive, and I had fun just rotating, moving. Insane!
Thanks for the feedback!
I'm actually cheating a bit with the friction calculations to make it run faster. But it's so fast so I will probably come back and make it more accurate in the future. I plan to use the physics in some core gameplay items that will enable some cool interactions!
moving around and rolling feels pretty good, and that's some *very* impressive rotational physics sim and 3D sprites you've got going on! very much looking forward to what you make with this.
Thanks!
Your aiming controls seem overly complicated. More importantly, having roll and free aim on the same button seems like a really bad idea. Other than that, I think you need a separate roll animation for going up.
Thanks for the feedback!
For context: I tried to "innovate" somewhat, by incorporate a button schema which would enable a-lot of actions. In retrospect, I agree that it's confusing and overly complicated.
I have some new ideas on aiming that will be more simple and more conventional:
Will probably have to iterate further but i think this is an improvement on your feedback.
Also, more animations will come! I have not yet settled on the character sprite so for now, I have paused working on animations until I have actual gameplay.