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Fireball League's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #181 | 3.162 | 3.333 |
Gameplay | #184 | 2.846 | 3.000 |
Overall | #230 | 2.846 | 3.000 |
Audio | #242 | 2.108 | 2.222 |
Authenticity (use of resolution restriction) | #253 | 3.268 | 3.444 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
I worked alone on this Jam. I'm not very good at the arts, but I tried to be careful when creating them by exonerating me from focusing only on the mechanics. I'm happy with the result, it was much better than my other experiments.
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Trabalhei sozinho nesta Jam. Não sou muito bom nas artes, mas tentei caprichar na hora da criação das mesmas ao invés de focar apenas na parte das mecânicas. Estou feliz com o resultado, ficou bem melhor do que meus outros experimentos.
Was the resolution a challenge?
Resolution was an issue at first. My idea was to make a game where you walked around the screen, divided it into 9 quadrants and put the character in the middle, but I realized that it was really bad to visualize everything. Then I changed the size of tiles and character to fit 8x8 on the screen, where I could get a good view of the map. Then I defined that a closed map where everything you could see would already be on the screen would be perfect, since despite the small tiles, they managed to be very visible to the character.
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A resolução foi um problema no início. Minha ideia era fazer um jogo onde você andava pela tela, dividi ela em 9 quadrantes e botei o personagem no meio, mas percebi que ficou muito ruim de visualizar tudo. Então alterei o tamanho dos tiles e do personagem até caber 8x8 na tela, onde eu poderia ter uma boa visão do mapa. Depois defini que um mapa fechado onde tudo que você poderia ver já estaria na tela seria perfeito, já que apesar dos tiles pequenos, eles conseguiram ficar bem visíveis para o personagem.
What did you learn?
I had never tried to move by tiles, I had never used Signals in Godot either, it was a good way to learn these two functions. Definitely Signals will help me a lot from now on, as it is much easier to control different Nodes within the same Scene, even if they are not part of the same Tree.
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Nunca tinha tentado fazer movimentação por tiles, também nunca tinha usado Signals no Godot, foi uma boa forma de aprender estas duas funções. Definitivamente os Signals vão me ajudar bastante daqui pra frente, já que é muito mais fácil controlar Nodes diferentes dentro de uma mesma Scene, mesmo eles não fazendo parte da mesma Tree.
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Comments
Neat game! I included it in my LowRezJam compilation video series, if you’d like to take a look. :)
I like the game concept and the progression of enemy combinations. I liked how each enemy had its own distinct characteristics. Maneuvering to dodge or ready for attack feels pretty good.
The player's attack has a very slow rate of fire that feels annoying. I'd rather have a more frequently usable attack that hurts a smaller percentage of the enemy's health.
If you really want to keep the slow player attack, I suggest visibly showing the player wizard charging up a fireball in its hands (like sparks flying toward the hands), and then show a fully charged fireball when ready to fire. The way it is now is so slow, with nothing happening, it made me wonder if the attack was bugged.
The transition screens between levels are annoyingly slow. It also made me wonder if my input was bugged.
The colors remind me of Nintendo's Virtual Boy, or the Infrared Goggles in Metal Gear.
Your sprites aren't bad looking at all. I like that you restricted yourself on colors because it forced you to give each character a distinctive silhouette, which is always important even if you are doing characters with more interior detail.
Fun game - I love the head gyration animation of the enemy wizards.
Great arena style game! Felt almost like a bullet hell in later levels! The pixel art was charming, and I liked the restricted color palette. A good variety of enemies and a great design to them! Great work!
PS: I'd be grateful if you could play and rate my game in return:
https://itch.io/jam/lowrezjam-2021/rate/1156032
Challenge the God of Gravity in this Rhythm-Based Platformer!
Neat idea! I like your pixel art a lot (even though you said you were not very good at it), especially the enemy wizard with a neck problem, so funny! As someone pointed out, the text is not conforming with the 64x64 restriction in some places, but that's just a minor nitpick. Overall, good entry, great job!
Good effort! Needed a long press or (multiple presses) of 'Z' to start the game and progress between levels... maybe a browser issue?
Cool little game would have been easier to see some things with a wider range of color
Nice game, visually it’s a bit messy due to the limited palette and some choices like the checkered pattern for healthbar boundaries. somewhat slow and the SFX loop can be a bit too repetitive at that pitch and is more annoying than helpful after a few stages. Menu goes over the 64x64 limitation, the “Press z … “ message is 101px at least.
The message pass? I will see this, but the screen is set to 64x64 in all scenes, i don´t know what happens.