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A jam submission

Fortis (Prototype)View game page

A small prototype of a simple action game for the Super Nintendo.
Submitted by midi_orca (@grumware) — 3 minutes, 45 seconds before the deadline
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Fortis (Prototype)'s itch.io page

Results

CriteriaRankScore*Raw Score
Fun#152.3002.300
Game Design#182.0002.000
Overall#182.3002.300
Platform Usage#192.7002.700
Theme#202.2002.200

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Reviewer Notes - Required
BSNES emulator recommended.

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Comments

Submitted(+1)

As a SNES lover, I'm happy that you made a game for this console, and kudos for coding it in 65816 assembly!

I know the game isn't finished, but I really loved this prototype / demo. The Zuma / Puzzloop game mechanics twisted to use the various buttons color of the SNES gamepad is a great idea, especially when played with the SNES controller! :).

Regarding aiming, I like that you could change angle with left/right, but the speed is a bit too high, sometimes it's difficult to aim precisely.

I made it to 4105 points before quitting realizing that levels were looping endlessly. I love the level complete animation btw, simple but efficient.

This is a very promising entry, please keep working on it by adding sounds, some kind of audio / visual feedback, more levels, etc. as your game concept is a great fit for the SNES and it's 4 colored buttons!

Submitted (1 edit) (+1)

Reminds me of some old flash games. Nice time-waster, but I think the lack of feedback in the form of sound or any kind of visual effect when the balls are hit, detract from the experience. Also the controls felt unintuitive. Instead of the absolute rotation increase/decrease with the left-right direction, I would much prefer it if they were relative to the cannon. So for instance, when pointing down, left-right should be reversed, when pointing to the side, up-down should turn it accordingly. In fact at all times I would consider all directional inputs, and weigh then proportionally to where the target spot is located relative to the player.

I liked how the colors match the colors of the controller buttons, but not being very familiar with the SNES and not having memorized the colors, made it a bit harder to choose the right one.

Submitted(+1)

OK, I'll be honest. I didn't like the game.

Leaving aside that there is no sound, the game suffers from bad mechanics.

Letting the player choose what colour shoots ruined the game for me.

At first, it seemed as a nice idea, but in the end it didn't work. As there was no reason to aim etc.

Submitted(+1)

Nice, a Zuma clone! I played with an XBox controller, the aiming is a tad finicky. In the end it worked best to simply leave the aim at a position and keep pushing the correct button.

The stage with the zig zag pattern is tough, it starts quite fast!