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 !
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.
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 !
Thank you for the full-lenght play and sorry for that couple of bugs. The random waiting/not waiting for checkpoints is a bug I am trying to identify, falling through the floor was quite something I did not expect, collisions are suposedly some the most solid cod areas in the game… Dying while climbing also shocked me a bit… but could be a race condition… the hit puts you “off the ladder” but if you are pressing a direction and I am checking that after the hit but before the next frame calculation you reattach to the ladder and chaos starts…
I’d say the game plays much beter on keyboard (you have more precise control on the jump) but also I have to refine jumping mechanics after all the commments in the jam.
Thank you very very much for the effort of showing all our games
The graphics had me in awe, great music too. Very atmospheric piece of work for sure! It makes you forget you are playing on such a low resolution too.
Detailed gfx and nice music, very well done. Unfortunately I'm not very good with platformers so I couldn't get very far, but I think if I was better I would have really enjoyed this game.
I've seen your game on discord a lot and can't wait to try it.
animation, art style, music, level design are very good and one thing I don't like is the controls which are not easy to adapt.
overall, good game.
Visuals are great with the main character's animation being a stand out - it is so beautifully fluid for such a tiny resolution. Gameplay is overall very good and I'm amazed how much variety you managed to include. Audio was also spot on. I occasionally found the control of the character to feel a bit 'off' and they did something unexpected and it was also not immediately clear that checkpoints needed to be reactivated which caused some initial frustration. I think those are minor issues though for such a polished and extensive game made in only two weeks! Great job.
Found this as the top rated entry, and it's easy to see why. Detailed, immersive, great looking world. Music and sfx fit right in with the theme and the art style. Great stuff overall.
My only gripe is not being able to move mid jump, made some actions a lot more tedious
Thank you for playing! Cinematic Jump mechanics are in both ends of the spectrum… some ppl (me included I’m afraid) love them and some others hate them and are more into “air-control” platforming. My goal with those in this game was to run away from a speedrunning experience and turn the game into a slower and consciuous exploration experience. I just hope the experience, globally, was not that bad.
I’m glad you came by my submission so I could follow the breadcrumbs back to your joint. Very nice. You made a comment on my submission about contract and visibility. You have a good example here of having things pop nicely. Thankfully, my controller worked great with Aztec. Thanks for sharing.
Hey, thank you for playing! Yep, contrast and easily identifying what’s an interesting thing and what is an enemy was a bit complex in your game due to the big amount of “individuals” in the mob following you sharing space and color range with pickups. I don’t have that big an issue in terms of number of clashing elements, but also I tried pickups to have a distinctive set of colors. Great to hear your experience using the controller was good, frankly I did not even run the game once on gamepad, used the keys during all dev process :P
really cool game, overall the design is really nice including the music. i liked the way the control points work but i failed on the jumps quite alot. Controls are always a bit nifty and people should be able to adapt as long as it's consistent so i blame it on my inability to control the character :D
The art and the animations are awesome!
The gameplay is smooth, the controls are responsive, and I think it has the correct level of challenge in itself to keep the player playing. The puzzles were well-made and I enjoyed every minute of playing this game. Adored it!
Excellent job!
I loved the art. Impressive how you could manage so expressive movement and forms into this small space.
Musics fits in just on the spot for the theme.
Edit: I forgot to mention that some platforms "feels" wrong 'cause the character jump is more like a cinematic platformer jump.
Thnx for playing and the comments! Seems a lot of you guys are having trouble with the cinematic style… too bad it was the original idea i had in mind then :P Now joking… jumping and collisions definetly need some fine tunning, but I won’t be dropping the cinematic style over full mario-style air control.
Animations ate a lot of the available time (particularly death animation… but seems it paid off ;)
Totally allowing any feedback… how are you supposed to make things better if not hearing other ppl thoughts on them? Some fine tunning on the level can help for sure, and moving for a 2 state jump mechanic to a 3 staty probably will help as well… now you have “no landing” or “heavy landing”… I am thinnking on adding a “soft landing” with lower recovery time and keeping part of the horizontal momentum (maybe a roll landing?), also grading a bit initial boost so the minimal length of a jump is reduced significantly… Still needing to go through many things before fixing on those, but I keep them in the high part of the list. thnx for the feedback!
Phenomenal achievement, looks and sounds great and tons of fun to play.
Loved playing this! The pixel art is stunning, and gameplay works quite well. I got frustrated with jumping, and didn't manage to finish it, but I'll probably come back after the rating period to play this with a bit more time. Amazing stuff, no idea how you both got it all done in the time frame.
Very nice overall! Love the visual style! Animation work is very smooth. The no-air-control jumps are fine, except when you're right up against 1 block jump, then it's kind of funky cuz you need to back away to get to momentum to jump over the block... Mounting small walls might be a nice fix...
Anyway, great job overall yall!
Thank you for playing it and the feedback… Jumping is one of the things that will require fine tunning post-jam, it can be really tricky on tight jumps. I would have loved a couple more weeks to balance and heavy test everything before the end of jam :P (as probably everyone else participating)
Not too sure on wyhat you mean with the small walls idea… having walls rather than thin posts across a dangerous pit? Looks not so dangerous :P if that’s the actual suggestion
Let me get this out of the way, cuz I'm sure you already know this: this art is fantastic. absolutely did a great job with the space, and I'm surprised a game with solid black background can have this much visual depth. This was a very pleasant game to look at.
The mirrors are both helpful and frustrating. They serve the role of a checkpoint, but if you don't wait for them to stop being inactive to actually use them again you die and return to the beginning. However I see now that this game was going for this bit of risk and reward with this and I think overall you did a good job. However, it took me a long time to ever encounter the mirror running out of revival time, so mayb that needs to be lessened a bit and make them instantly activate again when you revive as well as whenever you feel like click on one.
The platforming was entertaining as i really like platformers, however the game doesn't allow you to change your trajectory mid-jump. that would be fine, except that the game also requires lots of precision jumps. It feels like you were a bit inspired by jump king with this one. This is up to a developer to choose and for a player to decide if they like of course, and I respect that you did it the way that you wanted to with it. That's cool. Don't stop doing that. I also feel like something might be up with the hitboxes. The character feels substantially wider and their feet seems to clip on things. If the character is an unskilled person, that makes a lot of sense, but if they are agile and skilled (not sure if this is what you were trying to communicate) then their feet wouldn't clip, they'd make the jump. Because of the platforming feeling a bit "clunky" (again not a bad thing if that's what you're going for, and I have no room to act like mine doesn't also feel somewhat clunky) some of the sections I was feeling less like "oh i can't wait to beat this part!" and more like "when will i beat this part?" I hope that distinction makes sense. Again this is very much the kind of feeling some games want to generate. I'm not privy to you r design doc. EDIT: I would like to agree with the other commenters that when I did land the difficult jumps successfully, multiple times in a row, it was very satisfying.
To me, it feels like this game is begging to be turned into a game divided into numbered levels with a door you have to reach (maybe find and reach) but that aren't too long, where the challenge comes from different things depending on the level. Kind of like portal 2 i guess, which sometimes asks you to solve a hard puzzle and other times asks you to use the gun quickly and accurately. If that makes sense.
regardless this game does a fantastic job with it's art and music, the animations are great. and the platforming sections themselves are interesting and pose new challenges, especially with the difficulties provided by the "clunkiness" of the jumping i discussed above. I hope to see you develop this project further as I'd like to see what direction you choose to take with it, whether that be making it a "smoother" platformer with "tighter" controls, or if you lean heavy into the risk-reward gameplay, as both direction still offer lots of freedom to make it your own. Please update me (here or in our discord) if and when you update the game :) Hope some of this feedback was helpful.
(I did beat the game btw. good stuff! Great job on finishing it!)
Wow, that was a lenghty one :) Thank for playing the game and taking the time for such a big feedback post. In order:
Again, thnx for playing and the great feedback
Mirrors: "you can finish the game on a single mirror time slot," Now this gave me the idea I shared in the Discord. I think you could make it so that there is a checkpoint at the skull bench and when you arrive, it's a checkpoint and then every time you drop off a skull it's a checkpoint. Then you could drastically reduce the time that the Mirrors will save you at death, and if the tie runs out before the player dies (hopefully it typically runs out on their way back through the challenge a second time to return to the mirror) then they'll die and lose any gems and such that they had acquired since the last skull was placed. You could expand this idea to a full game as well, but I'd have to see how the game is formatted to be able to give additional help for that.
Collisions: "[...] probably should be trimmed [...] some issues detecting collisions on ladders" I think you should do a hidden player mask that is larger for the ladders as there was multiple times that I was unable to go up or go down them when I expected to grab them easily. Though I think it was you who was saying in the jam discord that the trouble with ladders is that everyone expects them to "just work" but everyone expects them to work differently. I am definitely in agreement with that sentiment, even if it wasn't you that said that. Then you could make the player hitbox smaller without issue.
Jump style: "I wanted something that was closer to real jump physics" I figured this was the case, and I respect your decision to do it this way. that's absolutely a core part of the experience and if it was different, the jumps would've been designed differently. I'm partial to games like Hollow knight where i have a lot of control over the jumps, so that's part of what's going on here. It is a bit weird that my game is the opposite. you can move left and right while jumping with exact same speed and control as when you're on the ground BUT your jump height is fixed. isn't that funny?
Map/level design: Loving this part of your response. "pico8 base constrains did not allow for this." It's interesting that in the next section you say you're going to stay within pico 8 after reading this. "going multicart" Do you mean like multiple different Pico 8 game carts?
The future: absolutely ambitious and I love it. Don't be afraid to put it down for later to go and work on other stuff. Coming back to an idea is always an option :)
Interesting ideas about the mirrors… will need to digest thigs a bit but adding those to the design bench, thnx!
Collisions need fine tuning, once they are fixed and I kind of make heas or tails on the ladders we’ll see :P
Curious how everyone makes their own ideas on how jumping should work, all them valid, all them different. I was aiming for this kind of jump and works for my expectations ;)
Multicarting allows you to separate things in up to 16 carts in different ways… transferring control from one to the other, using the secondary carts just as data stores… Actually the game is using 2 carts already as I pushed some compressed data initialization in a companion cart. So yes, for now it will be PICO-8… for now… If this goes too far out of what’s possible I might switch to maybe love2D as that’s a supossedly easy port from pico.
And for the future, I want to really nail this one :) I will move back to complete a few stray bits around XOR (completing the music and the level editor) and probably get back to this.
It is indeed a pleasure to control and watch Guatemoc. The music is also a bop. The fixed jump length makes it very fun and enjoyable when you land a correct jump.
Amazing job!
Very well done graphics, it is indeed a pleasure to control Guatemoc (it's also fun to wiggle its sprite while on the ladders :P )
The game is fun, even though I'm not the best player for puzzle platformers, I tend to love more action. It is a bit slow on restarting but that's not necessarily a bad thing, it gives more atmosphere.
I can feel the attention to detail you put in the game. Good job :D
Thank you for playing and the feedback. a part (a big one…) of me is quite an obsessive perfectionist and you don’t really want to know how much time went into those animations moving 1px here, one there, rechecking… But I think the effort paid off… even if it’s just for the visuals. Really happy how well such a small character gained a personality and fluid flow in the development process.
The fadeout sequence sure could benefit from some speeding up… it’s not a performance issue but an arbitrary design decision on how many frames to wait betwn palette rotations and wait until all them are done… so quite an easy fix.
Leave a comment
Log in with itch.io to leave a comment.