I found it too easy to die in the game though the art style is interesting.
Wouldn't mind seeing a post jam update with an easy option.
dabski
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Interesting idea using one pixel to represent the player. Allows you to fit a lot in at that scale. The music sets a certain atmosphere that works well in the game. In regards to the resolution restriction the bar that moves up from the bottom in one of the rooms doesn't move within the restriction but overall good try.
I used Godot too. I think its quite easy compared with something like Unity.
Its too late for this jam but you might find it useful in others.
In the project settings
Display -> Window -> Set width and height to 64
Display -> Window -> Set test width and test height to a multiple of 64 e.g. 512
Display -> Stretch -> Set mode to viewport and aspect to keep.
Rendering -> 2D Tick use GPU Pixel Snap
As someone else mentioned the cover does not do this game justice.
Took me a while to figure out how to do the big jump and then got stuck a little further on after the next save point I think. The spikes were somewhat frustrating when trying to jump over them bumping into the side. . I don't know if it would make the game too easy but having the player only collide with the spike when they are moving in the opposite direction to which the spike is facing would make it easier.
Cool game. Was this inspired by the first Zelda?
If you wanted to you you could diffidently take this further. If you continue on I recommend adding some furniture/decorations to the indoor areas so they aren't so bare.
Also the font is not rendered within the 64x64 limitation of the jam and doesn't fit the pixel art of the game.
Overall good job :)
I don't know how difficult people are finding it to get past the guards but if I tell them that removes a significant portion of the challenge. Perhaps I can find a way to hint at the solution by drawing attention to the area in the game.
Yeah that trap was devious :) If you look at the last window before the door you can see a bit of the guards helmet.
Thanks for the feedback.
When you get a certain distance from the guards they chase you and move 1.5 x faster. At the moment there is no warning when they are coming and as the resolution is so small you don't see them until they are quite close. Post jam I'll increase the resolution which might make it a little bit easier and maybe give the player some kind of warning when a guard is a certain distance from the player.
I would'nt give a game that could not be rendered correctly on a 64x64 display 5 stars for authenticity.
Its not 100% 64x64 then.
However according to the FAQ
"Can I use screen effects like CRT or scanlines that may exceed the actual 64x64 limit? YES! But, make sure it's optional and that the game itself is 64x64 before effects."
So if the bloom is a screen effect and not something thats applied on a per object basis it might be within the rules.
If you're dead set on using them I suggest having them off by default.
Perhaps try getting in touch with one of the hosts on discord.
Cheers. I tried having the player move 1 pixel every second frame instead of every frame. However this resulted in some kind of graphical issue which isn't that noticeable on small sprites but is on the background.
I might release a post jam version increasing the resolution to 128x128 which would give the player a little more time to react.
I managed to play though to the end however as others have mentioned the controls were a hinderance. I could probably deal with mouse up and down being inveted but left and right is odd...
Also when moving backwards the player model faces the camera. Another oddity.
Still well done in making a 3D game :)