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A jam submission

Only One Pixel Hero!View game page

Submitted by 5you — 2 hours, 8 minutes before the deadline
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Only One Pixel Hero!'s itch.io page

Results

CriteriaRankScore*Raw Score
Adherence to the Theme#1954.4274.667
Design#3713.7954.000
Overall#4073.9004.111
Originality#9263.4793.667

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Had a lot of fun with this one. I thoroughly enjoyed figuring out what each pixel's purpose was. For the longest time, I thought the green pixels were enemies and spent ages running around trying to avoid them all. Good times. 

Developer

Ha! I wondered if anyone would have this reaction, thanks for the feedback, glad you had fun ;) 

(+1)

Such a great game! Indeed minimalist and very creative as well, I really like it..
Even the music was nice to my ears while playing..

Well, I give to you 5 stars to Design, Theme and originality..
Congratulations on your entry for this gamejam o/

Developer

Friends Love GIF

Submitted(+1)

It's amazing how you managed to make the environment easily recognizable using only one color for each object. This game, in many aspects, feels like the first legend of Zelda. Great work!

Submitted(+1)

The good green pixels destroyed the bad red pixel, I didn't know they'd do that
pushing brown pixels into pits can bridge voids.. this game is a pretty fun adventure

Developer

That's something I tried to showcase on the westside road barricade, a green sees you across a pit and has to bypass it to get to you. But there is a red here, he can't see you so he didn't attack but the fight between him and your new friend is inevitable, and unless you speedrun the game, you will just witness this event without taking part into it.

Hopefuly, players learn from those events before they actually confront the enemies.

(+1)

The idea is cool, and it's nice to see how you made the world feel alive and with purpose only using single pixels for each entity. However, it feels like the single pixel was a limitation for the game, rather than something that made it better and more original than the basic concept of an adventure game.

Developer (2 edits)

I totally agree, the game itself is rather classic, Although recruiting green guys feels a bit refreshing I hope.

Here the originality lies in the way the game was made : Instead of designing a game and then making the graphics, I placed those red, green, white etc pixels on a caneva and wondered what each colors could be. What feeling can a single pixel convey ?

For instance, red looks like something that would attack you like a bull, green looks like the same thing but on your side. Blue looks like a cold mindless enemy that would attack you from afar and purple looks like a wizard boss that would be a mix between red and blue (wich is exaclty the case in the coding).

It also reflects on the way I did the level design, in photoshop instead of working in the engine. When the image is drawn I simply import the png (same exact file as the screenshot) in the engine rather than placing every walls and that crap. It also helped me flipping the entire game upside down a few hours before deadline, originally the castle was on the bottom. So this limit doesn't show much on the player's point of view but on the dev side, it was a lot of new possibilities for me !

That's pretty cool! I think it would be nice and probably not too much work (too much work for the jam for sure, but a small  thing for a full game) to add a "level editor" if it's really so simple as setting pixels to different colors. I think that would be a product in which the users could really appreciate the concept you're describing better.

(+1)

Controls are really touchy. Would like to see more of the game but I keep falling into pits haha!

Developer (2 edits)

Initialy, I had an acceleration code, but because of the super low resolution of the game, it made the character and the camera really shaky and it felt bad. I also simply tried switching the game to 30fps and it solved that problem but I didn't have enough time left to adapt the whole game to 30fps.

Instead, I made the pits no longer taking away some of your life, going back to the begening was enough punishment.

But personally I do like the silky smooth touch 60fps brings.