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dbeta

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A member registered Jul 24, 2022 · View creator page →

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A very clever use of AI. I could see this expanded into a longer game for sure, with more in depth puzzles. Perhaps having to move the sniping into specific spots to trigger events. Reminds me a little of Gorogoa.

Good call. I was using Linux, so that might be it, but I'm surprised there is a Linux/Windows decide. I've never seen WebGL have issues. Perhaps you are doing something more interesting than I.

Yeah, I struggle with that every Jam. The games that get the best ratings are the ones that are simple and intuitive, so the fun comes immediately. I failed hard on that this Jam.

yeah, I didn't knock you any points for performance. I was running in browser, so I knew I wasn't getting the best possible permance. I have a proper desktop with beefy graphics, but I was using my laptop with Intel graphics for most games.

High marks for fun. Building momentum is very satisfying.

Certainly reminded me of 90s platformers. A lot of render order problems too. Made it hard to figure out depth. I liked the use of sprites, that was pretty authentic to the time.

There's a nugget of an interesting game here. I really felt like when I was battling the dragon I was taking damage without a way to avoid it, and that felt bad. Game doesn't fit the brief at all. But keep working on it and you will have a fun game on your hands.

I'm glad you enjoyed it. If I develop it further, for sure I'll implement mouse based camera control which will help a ton.

Over all a simple but good game. Meets the theme and the 32bit aesthetic. I quickly noticed a bug that you can keep playing after you are killed, so I racked up quite the score.

Over all a simple but good game. Meets the theme and the 32bit aesthetic. I quickly noticed a bug that you can keep playing after you are killed, so I racked up quite the score.

Controls were authentically awkward. I think a lot of the 3D models were a little too detailed. Certainly scratched that collectathon itch.

Good use of shaders, and the controls would have been good had I not hit a bug where my mouse wasn't getting captured. Overall it certainly felt like a game that could have been on the PSX if the controls were rougher and perhaps some of the textures a little muddier.

I mean, it's just pacman in 3D. Which is exactly what people were doing in the 90s to classic arcade games, so that's pretty authentic. The use of voxel art instead of terribly low poly models is a little off, but over all, good presentation.

I mean, it's just pacman in 3D. Which is exactly what people were doing in the 90s to classic arcade games, so that's pretty authentic. The use of voxel art instead of terribly low poly models is a little off, but over all, good presentation.

I liked the concept of the game, but like others suffered slowdown when in combat. I am using a rather under powered laptop, but i couldn't identify anything that it shouldn't be able to do. The game mechanics were a fun idea. I'm a fan of the pause to think type games like FTL, so I think you were on the right track.

Was that inspiration, by chance, Star Trek: Starfleet Command. I loved that game.

I really enjoyed this. It had Superman 64 but good written all over it. The controls were confusing, but I appreciate limiting yourself to PSX pre-dual analog. I made the same choice and suffered the same pain trying to cram camera and movement controls with way less buttons to go around.

Not the developer of this game, but I could tell he used Godot. Godot makes really small games compared to Unity.

You always have to make choices as to what to focus on and what you can achieve when you are doing a jam. I think you did a great job of focusing on what was important overall though.

Yeah, I never got them where I wanted them. I certainly don't blame you for bailing early.

Game crashed on load for both Firefox and Chrome. Sorry, couldn't play it to rate it.

007 vibes for sure. The guns seemed a little too high detail, and the enemies are able to see me before I can see them, which is a little unfair, so accurate to the period.

Solid PSX vibes on this. Gameplay was a bit boring and mashy. It did feel like it could have been an entire level of a PSX game though.

Solid PSX vibes on this. Gameplay was a bit boring and mashy. It did feel like it could have been an entire level of a PSX game though.

I'm always a sucker for typing games. Graphics need a lot of work, and they didn't really feel 32bit to me, but the typing was solid. Having some alternative motions to the enemies depending type would have gone a long ways to spicing up the game play.

Reminds me of the great games of the 90s like Hydro Thunder, NASCAR Rumble, and the like. My only real issue was the jittering of the boat.

Reminds me of the great games of the 90s like Hydro Thunder, NASCAR Rumble, and the like. My only real issue was the jittering of the boat.

A good jam game for sure. Simple controls, simple graphics, and tight gameplay.

The annoying loading screens were on point. Controls were simple and straight forward. Graphics were pretty close. Over all, a great jam game.

I suppose for 3 hours it's not bad at all, but there isn't much going on there. Feels like you rigged up a pre-baked car controller and threw in some crazy textures. Could have used goals of some sort, perhaps a things to collect or markers to drive through.

Simple but in a lot of ways true to the era. I think the jitter seemed a little extreme. I also seemed to have lost with seconds still on the clock and my meter not full. It's a simple concept, just like a lot of games back then.

I'm glad you enjoyed it. I'm proud of that ending for sure. The crashed sub on level 2 was a last minute addition to give level 2 a little extra spice. I hoped the bubbles would draw people's attention. In the end, a pip on the compass would have been a nice solution, but I ran out of time before I could implement goal pips.

it's certainly partly by design. We decided to go with the pre-dual joystick controls. That meant no mouse controls, which would have made it way easier. But any sort of analog input was right out.

That said, so much about movement is a complete hack, so that's not helping either.