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(+1)

The idea is very solid, in my opinion. I do think the game needed some time in the oven, tho. Found a bug where my character stands still and can't move, the gear spawning is very confusing. The game camera moves too much, which made me feel a headache in a few minutes, I would recommend making a threshold to move the camera only if the player leaves the central area, or maybe a fixed camera. In games with higher resolutions and slower cameras, it works fine, but in this specific situation it really feels clumky.

Screenshake would also help to make the game feel more satisfying, and more game juice would definitely benefit the experience. Changing the gun SFX and adding more particles that could slow down or accelerate to sell the ffect of hitting something would (in my opinion) greatly benefit the game. Also, currently, the game is at 64x64 but it renders at a higher resolution, which I wouldn't really comment on any other jam but in the LOWREZJAM it kind of loses the point of the res being the limiting factor.

I hope I'm not coming as too harsh here, because you made the game in 72 hours, and the 64x64 limitation is REALLY hard, I banged my head against the wall to figure out some simple stuff, like how I would make my camera (and I still think there's so much I could improve in my own project), but I do hope you consider some of the points I'm making for your next projects, good luck!!

-Thomas

(+1)

Thank you so much a very detailed and long comment!

I agree that the camera is a bit annoying sometimes, it's hard to implement a good camera movement for a fast-paced game like this, not even factor in the restricted resolution on top of that. Initially I went with the fixed camera approach at first, but then I thought it would be hard for the player to dodge the enemies' attacks so I scratched it and decided to have the camera followed the player instead. But it definitely needs some more adjustments to be smooth.

As you said that the game was scaled up from the original 64x64 resolution was kind of lose the point of the jam, but there's a rule mentions that scaling the game window beyond 64x64 is allowed, as long as the actual resolution of 64x64 is maintained. I think you might miss that one, since it's written in the FAQ section at bottom of the jam overview page.

But again, thank you for your feedback on this silly game of mine! I'll definitely take some of your advices into account for my next projects, good luck to your submission as well.

No problem! Just wanted to give some feedback.

I think my original comment sounds a bit confusing, re-reading it now, but what I meant with the higher window is the scaling itself of the pixel art, like, usually in a game engine there's 2 ways to render pixel art, the literal resolution (64x64 in this case) scaled many times, or scaling at a higher resolution, which doesn't have the chunky pixels, that's what I meant, like, when you rotate the arm of the character, it renders the sprite without losing any detail. 

Hoping to see how your next projects will progress, thank you for responding!

-Thomas