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A jam submission

Corym the VengerView game page

An unfinished first person dungeon game in 64x64 pixels
Submitted by Lynnearity — 2 minutes, 40 seconds before the deadline
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Play unfinished prototype

Corym the Venger's itch.io page

Results

CriteriaRankScore*Raw Score
Authenticity (use of resolution restriction)#2003.8735.000
Overall#3071.9362.500
Visuals#3181.6782.167
Gameplay#3231.4201.833
Audio#3350.7751.000

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?
Two. Lynnearity programmed, Redroguerowan did the art.

Was the resolution a challenge?
Yes, although less of one for this project than our choice of engine.
Still, making everything readable in such a small space was tricky.

What did you learn?
That making a first person dungeon crawler in Pico-8 was maybe a bit ambitious for a second ever jam. Still, got some good programming practice.

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Comments

Submitted

Reminds me of the old Gold Box games. Great bones for a real game if you ever decide to pick it back up. Keep up the good work!

Submitted(+1)

Dude this is sweet! I love pico-8, and as a bit of a classic 3D nerd (I wrote a paper on ID software and the development of Doom just a few months back...) this really tickles my fancy.

Very impressive what you managed to throw together in pico-8, and it was surprisingly readable. If you continue to work on this for a bit, I think using the dark and light-grey colors would be useful in showing depth and how far away a wall is.

The map is well done too, but you cant exit it after its opened.

While it might not be much for gameplay, you've impressed me in the technical aspect!

Developer(+1)

Wow, thanks for the feedback! Looking back it was a little foolhardy to try to do something like this in two weeks, for Pico-8, as a second ever jam (and second ever game). But hey, you live, you learn, and I did learn a fair bit. I do mean to come back to it at least enough to get it playable, and when I do I'll see about using shades for depth, because that is one thing that I often felt could be better but it worked just well enough as is that I moved on to other things that were more pressing.

You actually can leave the map screen, by pressing 'X'. Not the most intuitive or elegant solution, and I forgot to mention it on the project page, but I wanted to keep the Pico-8 system menu accessible, while still using the dedicated inputs for it to bring up my own custom pause screen with the map. It's another thing that coming back without the jam time pressure I'll want to see if I can do better.