Nice graphics and concept! I included it in my Game Maker Toolkit’s Game Jam compilation video series, if you’d like to take a look. :)
Play Cafevania
Cafevania's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #1 | 5.000 | 5.000 |
Innovation | #19 | 4.500 | 4.500 |
Feel | #130 | 3.500 | 3.500 |
Theme | #266 | 3.250 | 3.250 |
Overall | #287 | 3.000 | 3.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your submission match the theme?
I noticed that a lot of examples I thought of revolved around regaining resources, be it health, ammo or consumables of some sorts. I wanted to try and avoid that avenue, so ended up focussing on the idea of "avoiding". After an evening of prototyping, the idea of avoiding eye-contact ended up winning out. After setting up scenarios where it was impossible to navigate without meeting eyes, the feature of closing your eyes came to be. Jumping from there, explored some additional ideas where having your eyes closed could be avantageous. Inspired by the Super Mario Bros Boos' shyness, and the Weeping Angels from Dr. Who, I ended up with some systems where not being able to see progressed or aided the player in some ways, on top of the ability of navigating the map without making eye contact.
Third-party resources
The engine is ASCII's RPG Maker MV, typically designed for making topdown 2D Japanese RPGs, but I like prototyping simple things in it. Used a public RPGMaker plugin to allow for low-resolution pixel-fonts, made by "Victor Sant".
2D Assets are made by myself using the NES colour palette. Music made with Beepbox.com. Sound Effects made using LabChirp. Goudy Text font found on Fontsgeek.com.
Contributors
Alexandra Jaeschke: Testing and feedback
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