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A jam submission

Xtreme Xmas LightsView game page

Get the best presents by pleasing Santa with your Xmas Light skills!
Submitted by soptheturtle — 1 day, 1 hour before the deadline
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Xtreme Xmas Lights's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#3111.8232.286
Graphics#3221.9372.429
Gameplay#3231.8232.286
Overall#3331.9942.500
Authenticity (Use of resolution restriction)#3402.3933.000

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you work in a team?
2 people. I was the primary person, I did all the coding art, and most of the experience. Joseph Stierman helped out with getting not as annoying background music.
Overall, this was a very fun experience because I got to create something from scratch and I am very grateful for all the knowledge out there in the community to help out with it. It was a great time!

Was the resolution a challenge?
It was definitely a challenge. I wanted more complex animations but knowing that they'll eat up the whole screen made it very tough.
One particular challenge was not being able to use the out of the box Unity text. It would either come in too high rez (thus, cheating) or be so blocky you couldn't read it. So I had to develop my own system for displaying dynamic text, particular the points and Xmas light pieces remaining. Coming up with the formula to extract the hundreds, tens, and ones spot was way tougher than I thought. But turned out to be a fun exercise as I learned about a lot of Unity math functions I had no idea about, even though I only ended up using one of them. It forced me to research and just kind of buckle down and do it.
Another hurdle was getting more instructions and text on one screen. I ended up getting around this by having two separate information screens, one for points/pieces and the other for selecting a piece. Actually, I think that worked out pretty well.

What did you learn?
I learned a lot in this game jam. Mostly how to deal with low resolution in Unity. But it also forced me to use new techniques and other things I haven't done before on what felt like such a simple concept. I had to descope so much. I think what I really learned was Unity functionality as well as a lesson in making sure to properly scope a big project like this ahead of time. I am so glad I was able to participate in this jam. Thank you so much!

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Comments

Submitted(+1)

One way that you can sharpen up the images is to choose your textures, and then change the "Filter Mode" to "Point" filtering. That worked for my project.

Also, I feel you with the text. I spent a lot of time (more than I wanted to) making a font, then I had to do most of my dialogue by hand. The text looks pretty good in your game.

Submitted(+1)

It was a bit long, but I placed all the light bulbs but nothing happened, I think I messed up something ? Also, there are many subpixels in your game, a common technique to avoid this is to round all positions so you get only integers and everything will be aligned on the pixel grid .

Developer(+1)

My apologies. I probably should have put a prompt once you place them all to tell the player to go back to the ladder once you are done placing all of the bulbs. 

Thanks for the tip about the subpixels! I will do that next time to avoid that issue. I didn't know that. I may fix/improve both of these things for an update in time for the upcoming holidays. Thanks a lot!

Submitted(+1)

Great concept! Looks like you learn a lot on your way. Nice graphics. Congrats! :) please check out ours too: https://itch.io/jam/lowrezjam-2020/rate/732044

Submitted(+1)

This is a super cute idea! My biggest feedback is I found the roof a bit big so lost a bit of the motivation to keep playing since that's a lot of area to cover! Well done, all the same! :D

Developer

Thanks for the feedback. Yeah the roof is a little on the big side. I probably should've added some obstacles like a chimney or slippery ice or enemies to make it more interesting if I was going to keep it so large. I may add in a later built or reduce the size in case I update the game for the holidays coming soon. Thanks again!

Submitted(+1)

Props to the people who actually do a 64x64 game, and don't cheeze out by just lowering the rez on an existing project and calling it a day. 

I gave the Graphics a 5 out 5. Not because they were awesome but because you clearly put in the effort to create unique graphics to fit this project and fit the space constraints. Not easy to do. 

I gave Authenticity 5 out 5 due to your write up. You focused on creating a low rez game for this low rez jam, faced challenges, and came up with good solutions.