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A jam submission

Project: PAG - Tech DemoView game page

GBA tech demo for GBA jam 2024
Submitted by Gronis93 — 10 days, 23 hours before the deadline
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Project: PAG - Tech Demo's itch.io page

Results

CriteriaRankScore*Raw Score
Technical#44.3334.333
Graphics#223.3333.333
Polish#253.1673.167
Originality#323.1673.167
Overall#342.8332.833
Audio#431.0001.000

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.

  • Very cool physics!
  • Impressive effect! It'd be great to see a full game with this feature. The controls also feel really good!
  • 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.
  • 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!
  • 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 :)

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

Submitted(+1)

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! 

Developer

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!

Submitted(+1)

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.

Developer

Thanks!

Submitted

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.

Developer (2 edits)

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:

  1. I plan to skip the current L behavior (aim in moving direction) aiming for a typical lock-on when pressing L. Locking on "nothing" just "locks-in" the current direction the character is facing, and the dpad will let you move freely while the aim is locked in that direction.
    1. If you use a ranged item (equipped to A or B) while locked-on, you can move freely while aiming.
  2. If you want to aim freely, you will have to use an equipped ranged item first, while not pressing L (no locked-on target). 
    1. If you press lock-on while the cursor hovers on a target, you will move to state 1.1. and lock-on that target, and the dpad lets you move freely. 
    2. If you press lock-on while no target is hovered, you will go to state 1 where the aim locks in the direction of the cursor you had while free-aiming, and the dpad will control the character.
  3. R still performs a roll.

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.