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Mini Mayhem's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #57 | 3.875 | 3.875 |
Gameplay | #64 | 3.688 | 3.688 |
Overall | #97 | 3.859 | 3.859 |
Authenticity (use of resolution) | #141 | 4.438 | 4.438 |
Graphics | #157 | 3.438 | 3.438 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
Just me
Was the resolution a challenge?
Having lots of units and items visible at the same time was more or less impossible at such a low resolution :) I made sure that each entity has a distinct color to make it a little easier to see them all.
What did you learn?
My focus was on creating a working flocking AI system using multithreading in Unity. I think I "almost" pulled it of
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Comments
cool game, but sometimes i didnt know whats going on. The upgrades not being balanced is also a problem, the upgrades and their synergies would be the most important thing for me in a game of this type.
Really cool game, I have been lost in the vibes. The soundtrack is well combined with the gameplay style and the sound effects, that made the game look great, also the battle system is very cool too
Really great game with lots of strategic depth. I found it was helpful to have one individual go around picking up XP while the rest were fighting. The only thing I would say is that when the entities were cluttered together it was hard to see clearly, but that's understandable given the resolution constraint.
This was simple but fun and I'm a big fan of this kind of thing.
I'd love to see this expanded on.
The blood splatter and simple sfx made fights really satisfying.
The art was also simple but effective for this, though my only complaint is maybe the trees could have had softer colours to match the rest of the game's palette.
My only other "complaint" would be the archers/arrows - currently they're not really that visible and don't feel much different from swordsman.
I had decided to go with mainly archers and it would have been cool to see large volleys of arrows taking down groups of enemies.
I've always been a fan of this kind of idea. You done a good job of making such a simple mechanic feel like more, it's a rewarding experience. I do feel a bit OP in the end though! :P
It's one of those games that I want to make myself! It's like a boiled-down bask-to-basics Dynasty Warriors kinda thing. That mindless hack and slash. This with a story, fixed maps and that sort of progression would be dope.
Yeah, awesome work!
Interesting game that works really well. The sprites were nice and simple which allows for lots of things to be happening on the screen at once, not something I've seen before at such a low resolution!
There are so many enemies, haha! At first, i think i cannot die, then i die =)
Sometimes it is hard to understand what loot dead enemies dropped (except exp). Anyway, cool game!
Honestly, the fact that you had so much on the screen and I could understand exactly what was going on was really impressive. Good use of the pixels you had, and really enjoyed the music
Fun game 👀With Survival-like games vibes. Really great use of the resolution.
A bit disapointed of the lack of feedback and mouse control but otherwise great job 💖