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Super Temple Riders's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #5 | 4.636 | 4.636 |
Gameplay | #27 | 3.591 | 3.591 |
Audio | #29 | 3.591 | 3.591 |
Overall | #34 | 3.614 | 3.614 |
NES Feel | #78 | 2.636 | 2.636 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Really cool game!
Just ended up rushing to the ending to maybe sneak in one more rating before the jam ends, but left me wanting to come back and see if I can get all the gems
The graphics are so pretty, love the stylization here.
Some aspects of the rendering are definitely more than the NES would be capable of, especially the lighting up of the pixels when the character is in range of them.
It's very cool to look at, and the method of rendering out areas as you get closer works really nicely, looks great and aids to that feeling of discovery. Was a treat to explore for sure!
Sound quality was good, music felt nice and fitted the mood quite well, just a really well made little title.
Of the diamonds I did get, some of them were quite clever and needed some thought to work out where to go to get them, and some I have no idea how you would, but I very much want to find out later!
-Edit-
Alright, I concede ^^;
this is the best I could do, I swear I scoured every inch for those last 4 it feels like, but to no avail.
Also that one pogo on the left (you know the one) was so rough!, took me a bunch of tries. I wish the walk back to try again wasn't such a trek. That's my only real complaint as far as the gameplay...well besides missing those diamonds but that's probably on me.
I also ran into lag issues due to the fog of war, though they cleared up after some time, which was good.
Also found a couple bugs. One where if you beat the game, and immediately start a new game without refreshing, the end door was still open despite not having collected all the keys yet.
The second was if you mash the jump on the ground it'll input twice for a bigger jump. Avoided using it to shortcut to any of the gems though.
We actually had the same bug in our game too, I forget the exact specifics to fix it, gotta do something to incorporate a delay before allowing the jump to be activated again.
So close, yet so far...
Thank you. This comment means a lot to me. I am really grateful you've spent your time trying to find the gems. The gems have been optional, and I was certain nobody would care to find most of them, let alone all of them.
I didn't found the jump bug :D amazing finding, thanks!
Next time I'll do my best to balance the backtracking. I agree with all the complains.
For your curiosity I've created a map of all the diamonds hidden in the level.
Yeah, it was a fun challenge. I love exploration in games like this.
Like Knytt Underground, which isn't so collection based, but has a bunch of cool secrets if one goes looking for them.
That said, it honestly leaves me even more curious.
I counted the diamonds in that map several times, and there's only 55.
Which implies that the last 4 don't even exist, possibly the keys were added up with the tally?
Also that either the map is missing one, though I can't tell where it would've been from the map... or one of the ones I picked up got counted twice?
I made a script that counts all the diamonds in the level (so I wouldn't miss any when counting by hand) and suprise, suprise - it also counts keys :) Should've guessed that if class extends from Diamond (Key extends Diamond class) that key will also be counted as diamond instance. However collected Key won't count as a Diamond because each item has it's own collection method that does not depends on item type.
Hats of to you, and mad respect for your curiosity. Sorry for my mistake!
The 56 is maximum you can find, one diamond is duplicated. Therefore you have made 100% progress.
Ah, so it was after all!
Nice, 100% completion~
Was a fun time, there were some sneaky placements for secrets
With a bit more fine tuning this'll be a perfectly nice compact little game.
'Course if you you decide to expand it more someday, that'd be cool too!
I am amazed by the graphics achieved. Good job.
Oh wow wow what a beautiful game! The fog darkness thing is so cool. I at least haven't seen that mechanic and it makes everything so spooky. Well done.
Cool game overall. I like the "Spelunky with the VVVVV aesthetic" feel of the game and how atmospheric and dark it is (especially with the fog of war effect). This REALLY does not feel like an NES game though, rather its very "modern indie". Despite some other minor issues (like the heavy gravity and at times hard to see enemies because of the , admittedly intentional, lack of visual contrast) I do enjoy it as a game, either way.
I agree it does not feel like NES game after all. Actually there is something "Spelunky" about it - I have played a lot of "Spelunky" some time ago. Didn't played the VVVVV thou, need to check that one out :)
Fun game, cool "fog" effect and interesting to explore. Sounds are a bit obnoxious and fall speed/gravity felt a little heavy but otherwise controlled well. Nice.
Thank you for your observation about sounds and fall speed - I have not noticed that at first but I agree.
I only escaped with the glorious amount of 8 gems as I had especially never used the Z command so I had to restart to catch some of the hidden ones.
The game looks and sounds very good, it controls well, the plateforming challenge is appropriate and the exploration of this big quite open place is fun, I like big open places.
Thank you!
Wowwww this is a really cool!! Incredibly visually polished game.
Loved the visuals of the map slowly revealing itself - very cool effect. But it did start to lag like crazy the longer I played until it was like a powerpoint slideshow towards the end (you'll see in the footage after like 4 minutes)
Visually super impressive... Love the lighting and colors! But it didn't exactly feel like an authentic NES palette or style. Don't get me wrong, I really dig the style a lot, it's quite beautiful, just felt very much like a modern game with all the bells and whistles like specular highlights, shadows, etc.
Gameplay wise it was also pretty fun. The platforming was nice but superjumping off enemies was much too difficult to get consistently so I didn't really go for hunting many hidden gems.
REALLY nice job with the visuals and I really appreciated all the details of the lighting effects. Very artistic use of the CRT shaders and loved all the specular lighting on all the textures. The angel statue with all the candles stood out as a highlight for me. I can see the Animal Well inspirations throughout! Very well done.
Here was my playthrough:
I really appreciate your reply, thank you for playing. It's amazing to see your playthrough, thank you for the effort. Sorry for the slideshow, I should have tested this properly :) I agree it does not feel like NES game after all.
The sound design in this game is great. I also liked the CRT like effect that the screen had, it really gives it that retro feeling
Looks great.
The Graphics are phenomenal
What a cool aesthetic, it reminds me a lot of Animal Well and I love that ^^, and the atmosphere of the game also conveys a lot of exploring an unknown area. For some reason, the game starts to have very strong fps drops from a certain point and it becomes almost unplayable >.< even with that, I was able to enjoy the experience. Congratulations! ^^
Yes, Animal Well was one of my inspirations recently, a brilliant metroidvania. It's true, I've also noticed the FPS drops - it's due to the 'fog of war.' effect - I don't remove unseen tiles from memory, and at a certain point, there can be too many of them. :) Thanks for the feedback!
The graphics are very beautiful, and the overall game management is very professional. Well done.
Great aesthetic and I loved the fog of war effect!