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A jam submission

AztecView game page

Save the Aztecs from the wrath of Tonatiuh
Submitted by SlainteES (@slainteES), vavmusicmagic (@VAVMUSICMAGIC) — 1 hour, 13 minutes before the deadline
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Aztec's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#54.6414.641
Overall#114.3534.353
Audio#154.1854.185
Authenticity (use of resolution)#354.7284.728
Gameplay#433.8593.859

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.

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Comments

Viewing comments 7 to 1 of 67 · Previous page · First page
Submitted

This game is amazing! It's clear how much effort went into this - the art looks great and the music compliments it really well. The platforming does takes some time to get used to but its still pretty enjoyable to traverse the environment although I do find that the landing lag on the player frequently breaks up the flow of the gameplay

Developer

Thank you for playing and the feedback… I might need to fine tune a bit the tolerance for “requiring a landing” and not… depends on height achieved mostly. Normal jumps should not require a landing, long/extreme jumps should. The goal was having a somewhat realistic jump physics, against the traditional full control and resilience to impact yuo find in your usual platformers… I might have gone too extreme :P. Glad you liked the game

Submitted(+1)

Your art looks amazing. 
Visuals, animations, audio & music all works harmoniously and perfect.

Developer(+1)

Thank you for playing. Glad you liked the game.

Submitted

Some of the best art I've seen in the jam so far! Really great vibe and atmosphere!

Developer

Thnx! Took a big lump of the available time to come up with the tileset and particularly animating Guatemoc, but I think it’s paid off… I was not expecting it looked so good globally, considering it’s only 16 colors, and mostly 12 or so are heavily used (some are just used for the pick-ups) Thnx for playing!

Submitted

I did it \o/ that was hard! tbh I didnt realise the orbs were the extra life -_- once I figured that out I could go make sure I had a life before trying those jumps, had to restart all those times cos im dum. Id be super proud if id made this game well done! :)

Developer(+1)

Maybe the voices of wisdom can be a bit cryptic when hinting things out… :P “𝘮𝘪𝘳𝘳𝘰𝘳𝘴 𝘩𝘦𝘢𝘭 𝘢𝘯𝘥 𝘳𝘦𝘮𝘦𝘮𝘣𝘦𝘳 𝘣𝘳𝘪𝘦𝘧𝘭𝘺…” Thnx for playing!

Submitted

The game looks amazing, it looks like a lot of effort has been put in. It's a little buggy at times, there is a game breaking bug when you get the green gem at the top. Jumping could be improved, it's a bit of an issue when you need to jump precisely on platforms. Couldn't get past one stage where you had to jump across three evenly spaced platforms. Overall great game, rough around the edges but great potential. I hope yall keep working on this.

Developer

Hey, thnx for playing… hmmm I did several runs completing the game without it breaking… you mean the gem on top of the temple shrine right? Will try to find the issue and fix it (post-jam I’m afraid…)

Submitted

Yeah I think so, I did two runs just to make sure it wasn't a random one off occurance. Is it needed to beat the game?

Developer

I just played a couple runs and got it correctly every time :? Not sure what might be failing, any particular hint you can give me? That gem is needed for one door in the route to one of the skulls… so quite critical

Submitted

Yeah seems to work fine now for me too, not sure, might be a sequence of buttons I'm pressing. I'll see if I can replicate the bug later on.

Developer(+1)

Could be you died at the same time due to a fireball from the snake head on the right… and that generates a combination of states that is not correctly covered… it’s the best explanation I can think of for an edge case behaviour. There’s just somany states to control in a platformer :P

Submitted

I got this not from the gem but from jumping after climbing the stairs.

Developer(+1)

thnx, that will come handy debugging… it’s an “instance” landing that has no landing handler… cannot be the player, will figure out but this helps a lot!

Developer

found it… using the wrong reference in the player when checking top_of_a_ladder state… should check self not not E… this is a check when getting to the top of a ladder with an offset… should be not that common to hit it, but yeah, needs fixing

Developer

Should be fixed… there was some commenting breaking bugs could be fixed… so it’s there, thnx for the report!

Submitted

Lovely art and animation here, I adore the use of PICO-8's colour palette too, very atmospheric. I like how much I was able to understand without being explicitly told what to do. Nice entry!

Developer

Thank you! I must probably say this game is using almost no colors for the original pico palette, and abusing the alt palette :P Visually does not scream PICO-8 to your face. I tried the game mechanics to be rational, and seems I kind of managed that… if you need a long manual or a lot of text in a game you’re not doing your job right (and text in 64x64 is a big no-no). Thnx for playing!

Submitted

Liking the game. The movement could use a bit of improvement though. There's no mid-air control of the character, making it harder to make jumps (especially awkward when jumping straight up). Also, the landing animation when falling down from larger distance is a split second too long.


The visuals, animations and sound design works well and fits together well.

Developer

Thanks for playing… the lack of air-control is intentional but maybe it can be refined. The goal was to have somewhat realistic physics and I’ve not met anyone yet who can fully switch directions mid-air ;) The landing probably needs a bit of fine-tunning depending on the height, taking less to recover for not so high jumps… low height jumps don’t force you into a landing crouch though.

Viewing comments 7 to 1 of 67 · Previous page · First page