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Skullframed's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #39 | 3.923 | 3.923 |
Authenticity (use of resolution restriction) | #49 | 4.692 | 4.692 |
Overall | #88 | 3.827 | 3.827 |
Visuals | #95 | 3.846 | 3.846 |
Audio | #180 | 2.846 | 2.846 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
There were 3 members: Arda, htmlswag, and TinCan. Arda and htmlswag were responsible for the code. The level design was mostly done by htmlswag. The music was composed by TinCan. It was good fun working together while facing limitations.
Was the resolution a challenge?
We had quite the difficulty trying to get Unity set up. But when it was complete, it felt refreshing and enjoyable to create levels, sprites, and mechanics matching the resolution.
What did you learn?
We entered to learn how to work around a limitation. We encountered many problems along the way but believe we have found either bodged or proper fixes for every single one. This was our first jam that had a limitation. We think this experience will help us work under limitations while having fun in the future.
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Comments
Wow! I So didn't expect that going in. I was little confused why the screen was so high up in the browser, but then I pressed the arrow keys and bam, everything went flying around. I think I
literally gaped haha!
After that point the arrow keys stopped working, but that wasn't an issue because I think dragging the screen around with the mouse worked better anyways.
This was a lot of fun, but the long level with the spikes and the key was a little tedious, and after trying a few times I gave up because I didnt want to slowly go through it again.
Great submission :)
What an interesting new gameplay idea! It's clear, and you give the player a nice difficulty ramp up towards increasingly challenging levels.
I noticed that gravity makes the gameplay somewhat asymmetrical. If you extend the view window downwards, you get less of an opportunity to see obstacles in front of you. I'm not sure what that means, but you may want to frame levels around that reality if you decide to keep gravity in this game.
Clever take on the 64x64 limit! I really liked the style, and I could see this easily becoming a full game. I agree with Beez that it would have been nice to have some more puzzle-solving levels.
Interesting!
Such an interesting and elegant way to let the player control the character, via the surrounding window! The only problem I had with the game is that the levels mainly focus on aim and difficulty instead of creativity and puzzle-solving. I wish this unique mechanic was supported more with puzzles than skill-based levels. Other than that, visuals and the audio are on-point, they suit both the resolution restriction and the game itself.
Well done!
Wow, this is a pretty clever use of the tech, wasn't expecting that. Got to a part where level got a bit too demanding an quit. Perhaps not rely too much on super difficult/sensitive setups and add more clever gimmicks? In any case, pretty good job on this one!
Awesome idea and good execution! The game is super unique and pretty fun, though a bit frustrating as you have to be extremely careful. I would recommend making the player a bit less bouncy and also adding some checkpoints to longer levels. But other than that, really great concept and a very good game! Nicely done!
so creative! obviously massive props for the cheeky subversion of the resolution requirement, but I'd also be interested in seeing a non-jam version where you can see outside of the box, since the current optimal play style is slow and cautious
Such a unique and creative take on controls
When I was trying to come up with ideas for this gamejam once again I thought of an idea reeeally similar to this, but had absolutely zero idea of how to execute it. Great job, this is really great! One thing is that I wish that in-between levels you didn't have to re-click the mouse but it's really no big deal.
This is a really cool concept! Being able to maneuver the skull around using the screen's boundaries is a very interesting mechanic, and I had a lot of fun playing around with it. I liked the incremental addition of new obstacles/challenges, especially challenges attached to the screen's boundaries. I noticed that some levels had a considerable spike in difficulty, but I personally enjoyed that. The amount of levels available is great!
In case you guys plan to continue development on this game in the future: While playing around with the movement, I noticed that under certain conditions, you're able to glitch in and out of some of the map's boundaries, which potentially allows the player to skip all of the obstacles. You can recreate this bug by moving the skull close to a tile, and quickly bumping the side of the screen against the skull. If your game uses a velocity system for movement and bounding boxes for collisions, this might be because it is possible for the skull's velocity to be greater than the size of a tile, which will essentially skip the tile entirely during a position update, thus also skipping collision checks. In the past, I was able to fix this issue by capping the max velocity at a value less than the size of a tile.
I had a lot of fun playing this game!
I couldn't get the controls to work. I clicked on the game window and started using the arrow keys. Was I doing something wrong?
I think that the arrow keys act as a "start game" button, but after that, you have to drag the screen around using the mouse. The left, right, and down arrow keys don't work for me either, but I'm able to start dragging the screen around after pressing the up arrow key. I hope this helps!