Thanks :)
While it might not be obvious the oxygen tanks are specifically placed to indicate where the player should fall/jump though they're not in all places. I'll probably release another version after the voting period with the ability to shift the camera above/below the player, increase the resolution or decrease gravity. One or a combination of these will help with the difficulty.
Play game
Space Maze: Trapped in Space's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #257 | 2.697 | 4.000 |
Audio | #265 | 2.292 | 3.400 |
Authenticity (Use of resolution restriction) | #299 | 3.101 | 4.600 |
Overall | #299 | 2.427 | 3.600 |
Gameplay | #336 | 1.618 | 2.400 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
Just me. I was the programmer and the graphics artist.
Was the resolution a challenge?
Somewhat, the low resolution limits the players view which can make it difficult determining if its safe to go somewhere. To help with this the oxygen tanks also serve as indicators of where the player can/should go. I also changed the view setup so that rather than having the view centre on the player its offset slightly in front of the player giving the payer a larger view in front of them.
What did you learn?
This is my first game jam. I think I joined in part due to being attracted to the low resolution restriction and to motivate to actually make a game.
Working with a perspective tileset I made myself present problems which I hadn't really faced before and if I do in the future I might design the tileset so its easier to align collision objects to it.
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