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Really Zoomed-in Dungeon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Authenticity (Use of resolution restriction) | #52 | 4.672 | 4.900 |
Gameplay | #89 | 3.528 | 3.700 |
Overall | #128 | 3.647 | 3.825 |
Audio | #156 | 3.146 | 3.300 |
Graphics | #177 | 3.242 | 3.400 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
Our team was 2 members, me on code/art and Andreabisaber on music and sfx. I had a blast coming up with ideas and making the cute little pixel art.
Was the resolution a challenge?
Javascript/html5 canvas make it super easy to maintain a certain resolution. You set the canvas size to a multiple of the desired resolution, then scale the canvas context by the factor (so for 64->640, scale by 10). Make sure to disable image smoothing!
What did you learn?
I have made games using pixel art and kinda low resolutions, but nothing at 64x64. It really is quite a lot of space, my problem was more of how to fill it up rather than how to fit everything inside it. One thing I did learn from this project was effective use of pixels on their own rather than using sprites for everything. The minimap is done this way by setting pixels by hand in a for loop rather than drawing images.
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Comments
This is a nicely polished and charming game, which has a solid procedural roguelike mechanic to level progression and game structure. I particularly liked how the mini-map and main view interact to give a good sense of progression through the space. I wasn't really sure what the items did so it felt a bit haphazard, but I guess that is part of the fun in finding out! Thanks for sharing!
Ah thank you! Yea I would have done well to explain the items more. Thanks for trying it out!
Played it earlier today. Came back to try out the other classes. :)
That's awesome!! Thanks for giving it a play. :)