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A jam submission

Point Zero KnightView game page

Submitted by PixelMetalWolf — 4 days, 4 hours before the deadline
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Point Zero Knight's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#842.8002.800
Design#872.8862.886
Overall#902.8692.869
Artistic#923.1143.114
Technical#1002.8292.829
Theme#1062.7142.714

Ranked from 35 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)

The game reminded me of a time when I was playing NES.
Especially like the ability to kill an enemy by reflecting its projectile.
Great job! 

Developer

Thanks for playing and sharing your thoughts :)

Glad you enjoyed the game, added a bit late in dev because i wanted to experiment on having a reflected shots mechanic but working with proper bounce and a clear indication that shots "changed sides"

Submitted(+1)

This had a really cool feel. it was like if you had zero from megaman x in a much more open, free-form level. i could see it being applied in the future to taking this kind of gameplay into a metroidvania direction, which, surprisingly, i don't think i've personally seen before. controls are a bit unrefined and floaty, but its a jam game. it was very polite of you to refill the players health on exiting a room. a real game of that era would not have been so kind lol. and it helps since the enemies here can tear you to shreds in seconds. it shows a ton of potential and i had a good time!

Developer(+1)

Thanks Em Kyla :)

That's the feel i was aiming for gameplay wise, and threw in a tiny hint of strider because i didn't feel confident pulling off a similar complex saber combo system like in the X /Zero games, especially in a jam context XD

Funny that you bring such a concept up cause i would totally like to make something in this vein in the longrun on my gamedev journey at some point :D

yeah controls need some work, i've made them a bit too direct and basic but i'll try to improve that, i've been doing a bit more top down stuff lately so this also did not help me going back into platformer controls after not doing them for a bit of time :p

Yeah having played such games back in the day, i always try to ben a bit more generous cause i think in most cases when games did this back then it was really artificially increasing the difficulty, probably cause most of the older stuff was for a time using arcade as a base model for difficulty. That being said i also totally screwed up my difficulty balance when it comes to enemies i'll admit ^^'

Still,  glad you had a good time even with all the rough spots my game has :D

Submitted(+1)

Consistant gameplay and very good graphics! 

You use 3D models to make the sprites? it's really remember Donkey Kong Country, For SNES. 

Overall, great job! 

Developer(+1)

Thanks for giving my game a shot !

I tried to have everything as cohesive as possible, so i'm happy to see you liked both gameplay and graphics ^^

Yep i modeled all the moving sprites in 3D to have easier animation and did some finishing touches in 2D to the renders to have them fit in a bit more with the rest of the thing i did directly in 2D.
I'm humbled to be compered to DK ! cause i would not consider what i did anywhere close to the quality of what Rare did haha :p

Submitted(+1)

Really nice game, reminded me of old dos games which brings back some good memories. Though i honestly almost needed a tutorial to pass the first door lol, took me a while to understand where i needed to go. Nice touch that you are only hurt when colliding with enemies that are attacking, not walking around.

I will say that the enemies were kinda hard, they attack too fast sometimes (especially the ones with guns) and there isnt much warning when they do. sometimes i also think the player moves too fast not giving much time for reaction time and makes platforming a bit hard in some spots, combining that with small platforms and enemies on top resulted in some deaths for me lol. 

But i really enjoyed the game even though it feels a bit hard for me to finish it, and like i said love the dos style game you went with, the music also fitted perfectly.

Developer(+1)

Thanks for playing :)

Yeah from feedback and what i saw on vods from streams i missed, i totally agree that i goofed up imensely in terms of conveying the mechanics and not having a confusing level design, trying to not do that but somehow it persists :/

That colliding rule is something i've been doing a lot as i feel in most cases it seems logic not to take damage when an enemy isn't actively attacking, (now considering the really poor difficulty balance on my part here it's okay if you didn't finish it) there is only one exception to this rule and that's the boss, which has a ramming dash attack that does deal damage when you collide with him directly.

Like said above, entirely on me and poor difficulty balance. I tend to aim for normal/easy ish  difficulty but somehow end up with something very difficult cause i haven't playtested enough, even if here i did the effort of playtesting a bit more than i did usually, also totally valid point about the gun enemies, but believe it or not, they used to shoot a lot faster at some point in developement XD

Glad you liked it despite all the issues still ^^

Submitted(+1)

Great style and overall atmosphere! I really felt like I was playing and old classic.
The walljump mechanic was also nice. Good job!

Developer

Thanks for your kind words ! Happy that you like the vibe i was trying to aim for ^^

The walljump didn't end up exactly as i wanted it but i'm glad people seem to have liked it so far :D

Submitted(+1)

Absolutely love the style of this! Awesome looking character designs and fun freeform level design like in Turrican and Apogee games. It was a bit unforgiving for my platforming skills though

Developer

Glad that you like the style as i'm always nervous about how well a character design will be received each jam i participate in XD

Difficulty wise i always aim to have a normal/easy ish game whenever i can, but in jams with the time constraint i always end up accidentally creating some of the hardest stuff and not having enough time left to properly rebalance :/

But hey happy that you enjoyed it anyway ! Thanks for your kind words and for taking the time to try my game out ^^ 

Submitted(+1)

Nice jam game. Has some retro vibe like old Shadow of the Beast. Controls felt a bit sensitive.

Developer

Thanks glad you liked it ^^ 

I tend to have movement without smoothing in the games i made so this might explain why the controls feel a bit sensitive sorry i'll try to have the input be different next time :(

Submitted(+1)

Wall jump is a rare mechanic to move around with, loved it!
I would have preferred to have the camera a bit more zoomed out, but I suppose it is part of the style like this :D

How did you make these sprites? Very unique design!
Also! Well done on the deflecting the bullets mechanic! Very well implemented!

Developer

Thanks for stopping by Spoonsweet :)

Yeah i wanted to try a wall jump for some time but outside of some off jam weird experiments that didn't work out all that well i haven't done so yet, here i'm really happy that people seem to like it even if it didn't end up exactly as i would have wanted it XD

Camera i'll admit is maybe a bit too close and that's a persistent flaw in my games, but i wanted to have the 1/1 pixel perfect render to keep everything to scale so i let the camera on the default zoom level but i feel as i should try maybe a bit further cam next time just to see how it looks.

 Really happy that you found them unique :) without going into full boring detail, it's a mixed process, i use both 3d (mostly because it takes way less time for animating when i have a lot of sprites to work on ) and i do some of the finishing touches in 2d for characters and anything with more than just one animation, the rest is hand drawn pixel art and the key is trying to have them match a similar pixel art style so that they blend well enough together and i absolutely try to avoid having anything looking just pre rendered :p

That last one i threw a bit late in dev and i intended it as a bonus mechanic that players would hopefully discover on their own, i had tried something similar in a past entry but coded differently and honestly not that well :/ So hopefully here i made it a bit better, with actual bounce instead of just a linear direction change, and the last min color change idea to convey as best i could that "this shot can no longer hurt you, only enemies"

Thanks again for your kind words and for trying my game out ^^

Submitted(+1)

I felt so much Mega Man

Developer

Thanks for playing ! Hopefully it was more megaman zero than megaman dos :p 

Submitted(+1)

My son was just playing Super Metroid tonight and this game's exciting jumping reminds me a lot of it! Love the style! Nice job!! 🥰

Developer

Thanks for playing :) 

i'm glad you liked the game and it's style despite the many flaws still present, gotta love the classics ^^ though i didn't manage to have as satisfying of a walljump as the one in super metroid i feel but i'm glad people seem to enjoy it so far :D

Submitted(+1)

This one give me a shock of nostalgia haha. Congrats!

Developer

Haha :D Thanks ! 

Hopefully it reminded you more of good games than bad ones XD

Submitted(+1)

two words SPEED RUN!!!!!!! loved it good job!

Developer

Hahaha ! Yeah i'd love to see what people would do to speedrun it cause there are probably some exploits here and there left, i do know that i tried my best to have some shortcuts inaccessible but there are probably some places where i didn't anticipate things cause who knows what people can discover when attempting speedruns :p

Thanks for trying my game out ! I'm glad you've enjoyed it ^^

Submitted(+1)

Made me remember the hours I spend playing Mega Man Zero, nice game

Developer

Haha yeah i spent quite some time with these games myself back in the day ^^ and i always liked the snappy feel of the saber combat, so i tried my best to make something in the same vein just without the complex combos cause i don't know how to do that yet and also i can't imagine managing to pull something like this off in a jam context without experimenting and learning on it first XD

Anyway my rambling nonsense aside... Thanks for playing and taking time to drop some feedback :)

Submitted(+1)

The game really had old megaman like feel to it. Having done all assets yourself is also impressive :)

Developer

Thanks for playing :)

Yup that was the feel i hoped to acheive :p 

also thank you, i put in a lot of hard work and i still think there's a lot i still need to improve, but i'm always happy to see people liking the art !
It means a lot ^^

Submitted(+1)

Loved it! It reminded me of Zero from the  Megaman X series! And the way of adapting it to the theme is very clever. Finally, great art work, congrats!

Developer(+1)

Thanks ! Happy to see you liked it ^^ 

Yup the inspiration was a bit of a middleground between zero's gameplay and the old strider arcade game gameplay cause i didn't risk trying to have a combo system in a jam game XD 

I was afraid that i didn't incorporate the theme well enough cause that is something i've struggled with a bit since i started jamming, but i'm glad you thought it was well implemented :)

Submitted(+1)

Yeah! One of the the more interesting features for me are the cables that connect to the doors and the charge station, because you follow them as you would in real life, when you don't which switch turns on a lamp for example (past experience for me :-D)

Developer(+1)

Haha yeah i kinda wanted to try and have this as signposting and it sorta worked, and hopefully it wasn't as confusing to follow the cables here as it can sometimes be IRL, at least from the cable messes i've had to handle in my past experience, so i can relate XD

Submitted(+1)

The best games comes from a real life experience :-D

Submitted(+1)

Nice work! It feels like old megaman games. The fact that everything was done solo during the jam is pretty awesome

Developer

Thanks for playing ! Glad you liked it ^^ 

Yup megaman was one of the main inspiration for this one, i tried to have a bit of a megaman zero feel mixed in with strider, ended up a bit wonky but still hopefully close to what i intended :p

Submitted(+1)

The art is very beautiful, and it's amazing that even the music and sound effects are handmade.

I managed to clear the first stage, but my aging reflexes couldn't clear the second stage even after 30 tries, sorry!

Developer

Thanks usami glad you liked it :D

 well to be honest i wanted to have a bit more interesting music loop but couldn't find that much inspiration for a melody that went well with this bassline i did so it's just that in the end  haha :p

and no problem, eventhough i published early but i didn't have that much time to playtest as thoroughly as i should, so i died a lot when trying out the stages so this is more on my poor balancing than on your reflexes i'm sure ^^

Submitted(+1)

The art for the characters and the enemies is nice. And the music and sfx complement them.

The game objective is not clear, you can improve the explanation of what you need to do. I needed to try the first level a few times before really understanding what to do with the battery.

Developer(+1)

Thanks for playing ^^ 

Glad you liked the overall art and sound design, i do agree with the issue of the game being a bit unclear, i tried my best to have more "signposting" in the level design this time as i felt having a full on minimap here would ruin the exploration. So i had a hard time trying to find the best way to make the objectives as clear as they could be.