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LowSpace's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Authenticity (or, Creativity in use of resolution) | #76 | 3.909 | 4.100 |
Graphics | #86 | 3.432 | 3.600 |
Overall | #103 | 3.194 | 3.350 |
Gameplay | #107 | 2.956 | 3.100 |
Audio | #147 | 2.479 | 2.600 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Themes
I stuck to the 64x64 core theme, but outside of that I didn't really incorporate them. I had intended on using "Peaceful", and trying to make a more ponderous trip around space, with additional dialog from passengers etc (a la Cloudpunk, perhaps), but found during testing that it was more fun going fast around space, so it became a lot less peacful!
Tools
I used DragonRuby on the code/engine side. As a Ruby on Rails developer in my day job, I really appreciate the speed and simplicity of working in Ruby. I used LibreSprite to draw my sprites, and the excellent Pixel Planet Generator (https://deep-fold.itch.io/pixel-planet-generator) for my planet sprites. Music was all created on my trusy Dirtywave M8 Tracker.
Lessons
As ever, I learned that I don't have time for a fast paced jam, which is why I love LowRezJam. I probably spent <24hours all in on the game, but got to spread it out over the two weeks, and play with some ideas that have been rattling around my head. The biggest lesson, though, is that I need to give myself a soft deadline a few hours before closing so I can spot silly bugs (like the player start position being at a test location I was using, or the music not looping when it finishes!
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Comments
I love peaceful games. :) And yours is no exception. A small suggestion, maybe the view could zoom out, when flying faster. But it works fine the way it is.
It was cool to get to play the most enjoyable aspect of the Elite (which is really just flying) in a 64x64 browser game. A nice detail that space station's relative rotation in "3d" docking view is the same as in top-down. Charting the flight is enjoyable once you see it as applied vector math. There is not a lot to do, but you scoped the game well enough to not die making it in time, and it was fun to play it for a while.
Wow! a game made in Ruby on Rails!
I liked how it supports so many platforms and the overall concept is cool
During my first play I didn't see the blue (fuel?) bar of the right. Could've been a bit more eye catching.
Not quite Ruby on Rails, but Ruby via DragonRuby Game Toolkit
Thanks for the feedback. I ran out of time before getting to a quick intro tutorial to explain the HUD. But what better way to learn than by running out of fuel and slowly dying as you drift into the vast expanse of space?
edit: I just played your game, and I love how simply you introduced the HUD, very slick!