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Killbocks's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #250 | 2.473 | 2.636 |
Graphics | #261 | 2.729 | 2.909 |
Audio | #275 | 2.217 | 2.364 |
Overall | #304 | 2.367 | 2.523 |
Authenticity (use of resolution) | #370 | 2.047 | 2.182 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
One, myself, doing everything. Parts of it were more fun than others. I'm awful at musical composition, for instance, and that felt just like a slog.
Was the resolution a challenge?
A little bit, but having done this jam once before I was a little prepared. Biggest challenge was creating sprites that held meaning in 8x8 pixels.
What did you learn?
Project and code organization; applied best (or better) practices than I've used previously for personal projects with an aim to continue using them for my own betterment.
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Comments
Pretty nice game.
Pretty nice game.
i liked the music, but the sound of shooting was a bit meaningless, and i constantly run out of ammo. maybe the enemies was a little bit too much bullet spongy.
The game was pretty cool. There were a few times I got killed by something I couldn't see, but I think that partially had to do with the resolution constraint. There were also a few things that broke the resolution, such as the aiming UI and the lighting. All in all, pretty nice game for a jam project.
The graphical effects didn't really fit the 64x64 resolution: The spritework itself might have fit inside that resolution, but the way it moved around the playing field did not. The music is pretty nice. It would have been nice if there was more ammo, or if the bio-fists actually did any decent damage. The rougelike format makes balancing around ammo a bit hard though. Technically it seemed to run fine, although sometimes I saw a few gaps in between tiles.
Thank you for your feedback! I'm afraid I don't quite understand your critique regarding the resolution. The entire game is within a 64x64 canvas, as required. Could you elaborate?
It's a bit tricky but I'll try to explain. One example I'll give is that the characters tilt back and forth while walking. The characters themselves are 64x64 sprites, but these sprites are scaled up to much bigger than 64x64 before they are tilted. Were the game at a true 64x64 resolution, the character tilting would result in the induvidual pixels tilting. If you look at a game like nuclear throne or gungeon you can somewhat see what I mean in how weapon sprites are handled when held by a player or enemy and aimed in different directions.
This sort of thing also applies to some of the particle effects, as well as the lighting.
Regarding games in this specific jam, cybergame2077 also has several lighting effects / rotating objects but remains within the 64x64 grid. It sort of produces a "Crispy" effect but that's unavoidable at such a low resolution.