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MemGltch64's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Authenticity (use of resolution) | #118 | 4.500 | 4.500 |
Graphics | #129 | 3.611 | 3.611 |
Overall | #207 | 3.222 | 3.222 |
Gameplay | #244 | 2.556 | 2.556 |
Audio | #274 | 2.222 | 2.222 |
Ranked from 18 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 wrote this myself, from scratch using SFML for the window handling, in C++.
Was the resolution a challenge?
Time was the biggest hurdle, I didn't get most of the project idea completed. It wasn't a scope problem as much as life getting in the way. I'm planning on continuing work now that the jam is over.
What did you learn?
It was fun making something from start to finish, and trying to keep it within the constraints was interesting.
I went through a few revisions of fonts before I settled on the 5x5 size to maximize visuals. I wrote a ton of material that didn't make the cut due to time, but things like my own text parser, tons of generation code, and an audio mixer.
Overall, awesome experience. I can't wait for another like it, or for the next go round.
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NOTE: I failed to realize I needed to include a lib within the zip, and I don't want to cheat, so if you want to test my game out and get an OpenAL lib error, please nav to their website and get the lib there, or use the installer, thank you!
https://www.openal.org/downloads/oalinst.zip
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Comments
I made it down to an ocean that I couldn't cross with all my tools so I guess that's a victory ^^ my world was generated "erm" and was the easiest one out of the ones I generated.
I love the concept as a world for something to work with. and I love the crt effect :)
You did it! But, yeah, jokes aside - I realize there's not too much to see or do at the moment. Hopefully soon enough I'll have something with a bit more meat on its bones - so to speak.
the program generates some pretty cool terrains to explore, so good job.
Thank you! It's designed to be a lot more flexible than I had time to use here. Once I rip out the generation and plug in into some actual game, I suspect it'll be fun to walk around in.
nice take on the procgen, it would be better with some actual gameplay
Haha blunt, and true. Yeah I realize this fell far short of anything approaching more than the mildest of tech demos. Might even hesitate to call it that! Thanks for checking it out!
sorry for being blunt, english is my second language
No way! You were totally right! I wasn't being sarcastic haha.
(Also, i'm headed over to check out your game now!)
thank you for checking out my game, i also interested in your feedback
what i was trying to tell you, is that this have a nice concept but no challange at all, that was what i was missing. You have a good framework, and maybe later a good game, but its definitely needs some work
I love the tiny tiles in concept — in execution like you said they're a bit confusing to grok what the relation is to gameplay interactions. It seems like it's a solid framework for a procedurally generated top-down game, so I guess you're halfway there…to somewhere :)
Good effort!
Haha, fortunately I spent a lot of time (wasted?) keeping all of the different flavors of code abstracted from each other - ended up with some libs I can reuse after some (probably fairly heavy) refactoring. But thanks for the kind words, I plan on getting back to it soon!
Nice for an early concept, I really like rogue inspired experiences, the tileset was pretty!
Hey thanks, yeah as soon as I finish up the final tests for two of my classes, I can dive in working on it some more.
Congratulations on making this game !
I've played your game during a live that you can watch here :
The live is timestamped so you can go directly to your game.
I hope the feedback and live reactions will be useful. Keep it up !
No, this is awesome. Your reactions and feedback are spot on. Thank you so much for checking it out. It goes to show how much more time I should've spent on it if I was able to do so. I was kicking myself watching you play, as I knew all of the problems upon submission, but time just got the better of me.
Thank you so much for checking it out! I'm surprised you managed to figure out as much as you did, going in blind.
My pleasure Threeli !
A game that is lower than a MB? Wow!
I'm certainly surprised about the build size, but also with the game! I liked how you used seeds in the game. I think when utilized well, it increases the exploration aspect of games! The problem I had with the game was that I couldn't find anything to keep me in the game other than randomly generated worlds. I guess that was to create an exploration feeling though, so that is fine!
Overall, such a "technic" entry, well done!
Thank you for the kind words! Yeah, I think me calling it a "game" is really quite a stretch at the moment. Hopefully you'd be willing to check it out when a few more features are in!
I definitely will!
This is a neat little proof of concept! I like the seed-based generation system (which allows for "sharable" levels among players) and the visuals were cool (with the very trendy, toggleable CRT filter no less). Both the seeds I tried, "ghast" and "Ghast" ended rather abruptly with a seemingly impassible chunk of ocean, is that intended? Maybe the generation should ensure there's always a path down, or something like that. Anyways, cool project! Enjoyed watching the development process on twitter as well :)
Thank you! Hope to continue it, and perhaps you'll be able to help me with testing along the way!
The seeds aren't "proofed" for completability, because the original intention was to have little things to discover with each seed, but unfortunately that fell through as other things in life took priority. Most of the code to support this exists, though, I think the responses I've gotten from this are going to encourage me to combined a couple of my projects into one mega-project.
The graphics in this are really cool, you should definitely continue with this after the jam. The CRT filter is a nice touch too :)
Thank you! I plan on it. And thanks, I wanted to keep it subtle haha.
Curious experiment. I wished there was some actual goal other than roaming the seeded worlds to explore the potential, but anyway a nice coding feat.
Thanks for playing. Yeah, I think your response is totally justified. I'm going to work some minor quality of life fixes and bug fixes following the jam, and probably implement that features that got cut. But end of the day, it really was more of a little experiment.
Sadly I can't start the game as I have the following issue coming:
Any ideas what I should do? :§
Probably something related to my PC I don't know.
Ok nevermind I just saw your note.
Now I can launch the game with the library files.
Don't have time right now anymore but I'll try your game again later!
haha, dang my messages didn’t load in time to see your follow up. I’m a mess for this jam haha
Yeah; sorry about that - it’s something I didn’t have an issue with for some reason, so I didn’t catch it before submission.
You can get the required lib from the official source here;
https://www.openal.org/downloads/oalinst.zip
While it doesn't have much going for it right now, I like the premise of this game. I assume it's based off the old Pokemon's "glitch city" or the Super Mario World 2 credits warp glitch? I think with more time and a more focused objective it could be a really interesting project. I also liked the CRT effect, always fun to read some shader code.
Hey thanks! Yeah there really is bare min going on with this build.
Okay, when I made the first one I was massively interested in exploring using memory addressing in weird ways (when I first started in on my degree.) I found this video by Retro Game Mechanics Explained, and so I decided to make MemGltch86. It was even less of a "game" - but either way good eye catching out the seed of my idea.
I have some plans for it and a subsequent sequel, which will be an actual game in addition to an experimental platform for my ideas.
Anyway, thanks for playing - hope you'll check it out when I get time to work on it!
RGME? Yeah he makes good videos, I'm actually a member of his Patreon :) . Memory exploration is definitely an interesting idea for a game, good luck!
Very impressive how this was written outside of one of the standard game engines. Custom generation looks nice. Shame that it isn't endless and you can't regain ladders or ropes after using them. I had the OpenAL issue but that zip file did the trick, although the only sound I ever heard was a single "boop" when typing in the seed.
So, first off, thanks for the kind words. Yeah, it actually IS endless, as it's seeded noise with an RNG period further out than heat death, but I had some silly last minute issues and so just chopped it off. As far as regaining ladders and ropes, the code is all in there, and in fact so is the placement. SO, as soon as the jam is officially over I'm going to finalize those bits and slap them back in. Hopefully you'll check it out again!
As for the noise, yeah, I had other stuff but ran out of time.
Thanks for playing!
For anyone with the OpenAL issue who still wishes to try out the game, here is a fix: https://www.openal.org/downloads/oalinst.zip
Not sure why this is happening to some people and not others, but that's what I get for not doing more testing.
Edit: It appears I should've included the lib in with the executable. I will correct this issue post jam.
I love the visuals! It creates some really simple yet eye-pleasing visuals - the CRT-esque visual stuff is just the icing on the cake.
After reading the comments I tried oreo and some other words - including memgltch64 ;)
I'm courious what future features and exploration stuff will be added
I feel like I'm going to include oreo as an easter-egg somehow as I continue to work on it haha. Originally memgltch64 was supposed to generate a fixed world of sorts, but as I say life showed up and robbed me of time... it'll for sure be in there later haha.
I have a lot of ideas, but I'm going to try and implement slowly in functional groupings, that way people can continue to play it while I work on it. I'll write a post about a potential (short-list) roadmap.
I adore the visual style, the tiles are full of retro charm and the characters in the menus are wonderful!
I couldn't initially launch as I was missing OpenAL32.dll, but simple enough to find online and get everything up and running :)
"oreo" was a great map, with some good ocean views (thanks friggitydingo!) :)
Looking forward to seeing how it progresses!
Ahh, I wasn't aware of this, or I would've found some way to to package it (if possible) -> I'm really glad you were able to figure it out, and to point it out. I'll add a note for this on the page!
Also, thanks for the kind words. I'll be sure to let you know of any future developments!
This is cool! I think I found the end of the map (or an open ocean) with an "oreo" seed. Love the little characters in the menu and pause screen, the general vibes are great, plus the CRT-esque screen effect is neat. Would be keen to see what this shapes up into
Thank you! I’m totally going to try oreo when I get home!
I have so many ideas I didn’t have time to implement - hopefully you’ll be able to give me some feedback once I start getting them in.
I’m going to make it portable so, figured at the same time why not transition it to Vulcan / GLFW. So it might be a little time before I can post an update - but I plan on just rolling straight into working on it.