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diralf

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A member registered Apr 28, 2013 · View creator page →

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Thank you for the feedback! Yes, Limbo was one of the main sources of inspiration, at least for the visual style, that’s right.

As for a more complete version, the original idea was certainly much longer than what came out; perhaps I will still be able to implement it a little later.

Thank you very much for the detailed feedback! This is exactly what I was thinking about when creating the level. I rarely reached the level design stage before, but I understood that introducing mechanics gradually is better, although it ended up somewhat crumpled. Yes, I like Rive. It’s a pity I couldn’t use direct integration with Defold. There were some errors with Vulkan, and HTML5 is not supported yet. That’s why exported PNG sequences are used in the game itself. But as an animation tool, Rive is very convenient and powerful.

Thank you! Essentially, I spent most of my time on the controls, specifically on the climbing mechanic. It was interesting to experiment with it in different situations

Thank you!

Yeah, I couldn’t implement what I planned in terms of relevance to the theme, but the attempt to do so gave a good push for implementing other things in the game.

This is definitely a game about Master Chief from Halo deciding to have a drink! I like that after a successful run, I had the opportunity to go back and collect the missed beer, nothing should go to waste!

Great and fun game!

I didn’t quite understand how to draw something. The most I could do is select an operator and click something on the edge, but when I click elsewhere, nothing happens.

The idea of game looks interesting, I love nonograms.

Could you describe what needs to be done?

image.png

I posted a small (or not) devlog about how it went. Feel free to check it out ;)

https://diralf.itch.io/above-the-threshold/devlog/793639/submission-to-made-with-defold-jam-2024

Yes, that’s also a great interpretation :D Thanks for the feedback!

I found a picture that perfectly explains how my game fits the jam’s theme :D

But without the first three points :D

I like how the graphics fit into the insect-themed game setting, as if you are seeing through the eyes of one of them, very immersive.

Pretty convenient controls, the car feels good to handle. Vibrant graphics, everything is in its place. Reminded me of some racing games on SEGA. Great job!

Thank you for playing and your feedback!

The main idea was to have the level gradually collapse as you progress.

The ruins stood stable, but the bug’s intervention was one too many.

However, I couldn’t implement this as a mechanic and didn’t have time to draw the final scene where the building collapses. As a result, it’s not quite clear what is happening at the end.

My time is 12:22! image.png

I really enjoyed this game! Everything here is fantastic. I completed it with pleasure.

I particularly enjoyed the mechanic with the web; it seems like there’s a lot of mathematics involved. It’s interesting to experiment with this.

Great job!

A rather hardcore platformer that doesn’t forgive mistakes, which is great in terms of challenge.

It seemed strange that a single jump is essentially not needed; almost all areas are can be passed with a double jump. However, this allows you to feel like the knight in heavy armor. My fingers felt it :D

Overall, the game is very responsive, with smooth animation and a beautiful parallax background.

Very nice!

Scored 64 on my first try. It reminds me of all those classic games on old consoles. It would look great as a mini-game within a larger game. Sound and graphics is pretty good. Nice job!

The game may appear simple on the first glance, but it seems like a lot of work has been done under the hood.

The gameplay really makes you think, it’s great as a puzzle.

I enjoyed the tutorial at the very beginning, it seamlessly integrates into the game. Great job!

A quite enjoyable adventure with plenty of places to explore and diverse gameplay. Initially, I got lost at sea until I realized I had a map in the pause menu. I haven’t completed the game yet, but there’s a sense of mystery in these islands that needs to be unraveled. Great job!

Hey! I tried to fix the controls, remapped the attack and aiming. Checked the mouse control, and found it was completely broken after I added camera following to the aim. I uploaded the fixed version as a separate project. This is not for rating; I plan to continue adding updates there.

Please chech it here: https://diralf.itch.io/eagle-eye-post-lowrezjam

Yes, these are two different sets of images. Even two sets of game objects. The larger one has all the necessary collision checks, controls, and so on. And the smaller ones are just objects with sprites that copy everything from the larger objects.

When aiming, we see a render target that draws a fragment of the world with the larger sprites.

Thank you all for the feedback! It seems I got so used to the dirty controls that I forgot to change them :D In theory, this could also work with a gamepad, but it needs to be tested. I’m thinking about how the keyboard controls could be improved. I would appreciate any suggestions :)

It looks like this will be the final version within the jam as a technical demo.

However, I am not strong in level design, sound, and music. It will require more time for that. I have an idea of what could be done. I would like to showcase different types of enemies and various situations with one type that would push players to seek different solutions. Maybe even use the environment for this purpose. I would like to leave more interesting details that could be examined up close. I will now check for any bugs that need to be resolved before continuing.

And then I will continue with the first level outside of the jam. It’s certainly very challenging to continue work outside of the jam, but I liked the concept and would like to see how it can be further developed.

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With less than a day left until the end of the jam, I would like to share what I have accomplished so far. I still hope to manage to create a truly final version.

But for now, I have uploaded my small test level. You can check it out here

https://diralf.itch.io/eagle-eye-lowrezjam.

A lot has been done. The main feature is the eagle eye itself, with a smart cursor that highlights aiming at armor or the head.

I made it so that aiming somewhere makes sense. If you hit the head, the orc dies instantly, and a special animation plays.

Surprisingly, a lot of effort went into the parallax, more than expected, but I like the result.

I tinkered with the animations and orc controls. After the latest changes, some bugs appeared. But for now, it’s manageable.

Often, rendering bugs can be seen, pixels can sometimes disappear. Something seems off with rendering in 64x64. Maybe I’ll figure out what’s going on later.

Also, the art. Although I used ready-made assets, they were around 16x16 in size. To show a distant view, I needed an 8x8 version. I had to redraw it manually. Simply resizing the image resulted in a very poor quality version. It only suited the background, and even then, I would like to improve many areas.

Next steps: adding a couple of other types of orcs. Also, creating a more meaningful level and adding sound and music.

I’ve never been strong in those areas, but as long as there’s time, I’ll give it a try.

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One example for Defold helped me with this. https://github.com/britzl/lowrezadventure

Here, a 64x64 view is set up that can stretch freely while maintaining pixel-perfect movement. In a nutshell, this is achieved by projecting only the 64x64 area from the game and then rendering it on a larger viewport. By looking at the implementation of render pipeline, it may be possible to do something similar in other game engines or find similar ready-made examples.

Этакая адаптация при локализации получилась. Показалось, что пытаться писать про Цоя на английском было бы более странно.