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HeroSquare STTP - Jam Version's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #89 | 3.615 | 4.667 |
Gameplay | #99 | 3.486 | 4.500 |
Overall | #134 | 3.583 | 4.625 |
Visuals | #151 | 3.486 | 4.500 |
Authenticity (use of resolution restriction) | #213 | 3.744 | 4.833 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
This was a solo project all the way down, with the exception of some level layout help for the final room.
Was the resolution a challenge?
Yes and no? No because small scales are something I like to consider myself arguably good at so the game itself was simple. Yes because Unity likes to fight people trying to make games this small; I went in without the community quick-package because I figured it couldn't be that hard, and between a rebellious window size and most pixel-perfect parts I tried to use having annoying quirks, I'm at least partly surprised I even got what we have now.
What did you learn?
Learned I need to clean up my work ethic for starters.
In less snarky revelations, the entire process led me down something of a rabbit hole of neat things you can stuff into your scripting that'll hopefully be relevant to other things someday.
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Comments
A simple but fun little game!. The sprite is an efficient use of the pixels. I love Dr. Sphere's evil little smile. Also the music was a jam!
Agreed. Very fun. Great level design. And I really like how you slowly introduce mechanics. Ripe for a story like Master Blaster or something.
Can I ask you...how did you get everything exported to the correct resolution using Unity? Do you have any resources or a tutorial you like about that? I searched, but had trouble figuring out low resolution stuff.
There's a script way to do it supposedly, but I never learned that so I just set the resolution in the Player Settings and locked it by disallowing changing the window size, using Pixel Perfect 2D with a reference resolution of 64x to make sure I stayed within the jam restriction.
Any asset that's not a stock Unity renderer was designed to fit the 64x restriction from the getgo.
very fun game! The boss battle was very interesting, I also loved the music!