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Artemis (Jam Edition)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Authenticity (use of resolution restriction) | #3 | 4.933 | 4.933 |
Gameplay | #54 | 3.800 | 3.800 |
Overall | #72 | 3.917 | 3.917 |
Visuals | #125 | 3.667 | 3.667 |
Audio | #129 | 3.267 | 3.267 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
Solo. Just me!
Was the resolution a challenge?
64x64 is challenging but fun! One hurdle I had was trying to tell a compelling story in a game when some words were to big to even fit on screen. Words like Aetherial and Emergency were not allowed since they would have to be shown hyphenated! So I had to think of shorter phrases and be more concise overall.
What did you learn?
I learned you can create a compelling and solid gameplay experience even when held to tight restrictions. I think this game is actually more atmospheric because the minimalist art leaves room for the imagination!
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Comments
This is really great. I'm always so surprised at how good level design can be in a game jam. I loved how triggering switches on the map would open all vents, which meant that returning to an older area meant I could usually explore more with the new vents I'd opened. like others have mentioned, I think the combat felt a little secondary, maybe a bit too simple. Other than that, the platforming is very solid and the level design is great!
The music was also quite good (although it didn't seem to loop, so most of the game was silent, not sure if that was intentional to be atmospheric or if it was a sound bug in the web version).
Nice work!
edit: I forgot to mention, I really like the art style! I know most games at 64x64 resolution tend to have similar art styles, but I love the 'spaced' art you've created, with minimal outlines and spaces to suggest geometry. I think it's really stylized and works really well!
Thanks! Glad you enjoyed it! There is a music looping bug in the game. I didn't manage to catch it before release. For the art style, I used the Choma Noir asset pack by VEXED as a base and built new spritework on top of it. (For example signs, doors, crates, lava, animation frames, etc.) It's nice to have a base as a reference so I can have a bit of art direction at the start and build on it. You can purchase it here: https://v3x3d.itch.io/chroma-noir
Also, your entry was fantastic! I have a segment from a stream where I played it. If you want to see how impressed I was here's the Twitch highlight https://www.twitch.tv/videos/1124397957
I've got to applaud your use of the resolution restriction. You've got a platformer that feels really solid. I also love the sound effects. They've got that 8 bit retro charm.
I think the game asks a bit much from the player early on. The initial platforming challenges have you jumping as far as you can over pits of spikes and lava, and I died several times just trying to get to the sword.
I'm not sure I would have picked getting the player's health up as the first major objective, since it would have been nice to have more health while trying those challenges.
Thanks for the feedback! Another player mentioned that I asked a bit too much at the start as well. In the future I'll probably add a prologue section to the game where the player can get a feel for platformer controls and their movement set. Thanks for playing!
Absolutely incredible job! You managed to pack a lot of depth into this in such a short timeframe. The mobility mechanics were fun and had a certain precision to them that felt good. You really knocked the exploration and progression out of the park, and I appreciated the ending heads up a lot given I'd missed a coin along the way. The combat seemed largely superfluous, but that's far preferable to it being an interruption or an annoyance. Pretty sure I fired the bow once just to test it out, but maybe I would've used it more if I'd spent more time in Look Ahead mode. I also never felt the need to use the shield. I think they'd have been well served to solve environmental puzzles/hazards, but it was still cool to have them as combat options even if they sat unused.
There are some minor nitpicks, here and there; some grating sound effects, stationary arrows caused damage, an awkward checkpoint position lead to some frustration near the end. But overall, this was fantastic. The Artemis franchise is going places.
Thanks for the feedback! I'm glad you enjoyed your time with the game! :) Yeah, the game was originally going to focus more on combat but I found the 64x64 resolution and specifically the square aspect ratio very limiting in terms of making combat feel fair. So I kept the "Follow the fun" philosophy and refocused the game on what worked best leaving the mechanics in to expand on in the future. So "largely superfluous" is totally accurate! Enemies all die in one hit because you just can't see them coming and keep them on-screen long enough for a fair heads up. Look ahead mode was added literally 30 hours before the end of the jam because I had it built for when you are aiming the bow and I thought some people would feel more confident if they could look ahead on some jumps without having to use the bow and have it in their inventory for it to work.
This is a proper game! kudos on this, godot comrade ;)
Much thanks comrade! We must represent the Godot motherland well!
This is incredible, especially given the short time period! I really liked the visual style it worked really well. I did feel the player moved a little slow, but it wasn't a big issue
My biggest issue was actually the sound, I found the jump sound and the dialogue sound sO annoying I had to mute the game. I tried lasting out because I really liked the background music, but it was just grating around in my head too much! The signs were also slow to scroll by, so a skip dialogue or fast forward button wouldve been VERY appreciated!
I think it says a lot that my only real grievances were just minor annoyances, so good job :)
I also would've had a slower introductory level where you taught the player the basic platforming (since you have a ton of cool platforming abilities) before you introduced the magic system!
Thanks for the feedback! It's very helpful! Glad you enjoyed it, sorry about the sound. I was going to have built-in audio sliders in case people found some of the sounds annoying but had to cut it due to time. A prologue that introduces basic movement controls would actually be a really cool idea for a future update!
So, story and overall atmosphere were very good in my opinion, I do think that because of the number of controls you have, button prompts at least at the beginning would help me know what to do faster.
Thanks, that's good feedback! Button prompts would have really helped. I'll probably add them post-jam