Play game
Aztec's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #5 | 4.641 | 4.641 |
Overall | #11 | 4.353 | 4.353 |
Audio | #15 | 4.185 | 4.185 |
Authenticity (use of resolution) | #35 | 4.728 | 4.728 |
Gameplay | #43 | 3.859 | 3.859 |
Ranked from 92 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
2 Members, @SlainteES handing gfx code and some SFX and @vavmusicmagic who worked in the music tracks and SFX as well. It was fun, but stressful... this was a very ambitiuous project.
Was the resolution a challenge?
Animating fluently in a "realistic" way a sprite of 10x13 proved a big challenge, but the extra time and effort put into it paid off... Guatemoc is a pleasure to control and watch while he traverses the temple
What did you learn?
From the coding perspective the learnings are Platformers are incredibly harder than expected (and the big refactor required by this code is proof of it), from the music/sfx perspective... first time for @vavmusicmagic on pico8 sound so it was a brand new experience.
Leave a comment
Log in with itch.io to leave a comment.
Comments
I loved the art and gameplay! Nice game!
Thanks for playing! glad you liked it
This was super cool - very polished and professional.
I love the really heavy feeling jump, though getting the timing/distance right on those one tile platforms felt too hard.
Other than that it was just all round pretty fantastic so no complaints.
Thank you for playing and the feedback. Jumping needs a bit of easing, let’s see if I can polish things out post-jam ;)
Beautiful art and very nostalgic gameplay. Would be waiting post-jam release )
Thank you for playing! It’s gonna take a bit… I pushed the limits of the cart on this one and it really needs a heavy clean-up and refactor to make space for changes, but I am already on it :)
Awesome design and nice gameplay, great game in rare setting!
Thank you for playing and the feedback, glad you liked it!
Well done guys! The game looked pretty, and was fun to play. My only issue was with the accuracy of the jumping. It was a little hard to gauge exactly how far you were going to jump, especially because there isn't any in-air correction (as far as I could tell). Thank god for the checkpoints!
Also, the music/SFX were excellent, so props to @vavmusicmagic!
Thank you for playing and the feedback. There is no air-control, and probably there won’t be :P that’s one of my “hard-limits” as this was a core decision in the mechanics… but there will be some easing around jumping post-jam (working on making the room for all that needs fixing).
thanks, i'm so glad you liked my contributions, slainte helped a lot with SFX too and implemented everything, so a lot of credit goes to him for that too. hope to squeeze more pico-8 fun in between my other projects
Amazing, simply amazing. The animation, the sounds almost everything is on point. Only thing I didn't really like was the jumping mechanics, but that's minor compared to how well the rest of the game is. This is probably the most polished and complete game I've seen so far on this game jam. Good job.
Thank you for playing and the feedback… seems opinions are quite polarized: you either love it or ditch it in terms of jump mechanics :P
This game is one of the most polished and visually impressive out of any I have played this jam. The various items obstacles are incredibly detailed for such a low resolution. The main character is animated very well. I'm impressed with how you made them actually look and move like a person with so few pixels. The text explaining the story and controls is a very nice addition. I also enjoy how the world is decently large and allows some non-linear exploration.
Unfortunately, I cannot stand the old school Castlevania style fixed jumping. It turns what could be a fun little platformer into an exercise in frustration. Those jumps onto single width platforms a very specific distance apart are particularly bad. The way the checkpoints work is also questionable. You shouldn't have to re-activate them after dying. I had to restart the game over twice because I forgot to activate them. I still managed to reach the end eventually though.
Thank you for playing and the feedback. I agree with most of the complains… fixed jump is probably going to stay, because it was one of the core design choices I made… it will be eased a bit, but the cinematic approach is something I was particularly looking for. The checkpoints got wrapped up in a hurry and some bad choices were taken there, so those will have a full redesign post-jam. I hope it was just not that bad an experience alltogether.