Thank you very much for the feedback! I went ahead and fixed those issues and uploaded an update. SB1 & SB2 is disabled for now. I'll look into it in the future, whether it's something with my sound files or the Allegro library. I suspect the latter.
Eigen Lenk
Creator of
Recent community posts
Hi! Thank you so much! I think I will release the soundtrack separately with the full version later this year. You can actually listen to the MIDI files in the demo version as well, they are in the "/game/music" folder, although they will definitely sound different under Windows media player compared to DOSBox.
Meowdy! I'm not sure. I just thought I'd look up how it's written in different languages for fun. It's certainly possible to localize the texts if someone was able to provide the translations. I think I listed Turkish there because I remembered the cat documentary I saw a few years back about stray cats in Istanbul ("Kedi")
Thanks! Yeah, it's something I've thought about a little. Not sure if I'm going to formalise it as such though. It'd be useful if the number of moves was measured (compared to a Par) and scored, which it isn't. I'd much rather give a hint in the level text popup or the title. I don't expect there to be a massive community around it, perhaps just a small group of people making and distributing something.
Hi, Diogo!
Thank you for appreciating the little details :)
The black outline was mainly added for readibility. Otherwise everything became noisy and impossible to parse. And at this size the outline is chunky enough so that it looks good. If this was at a higher resolution, it wouldn't work. It's not a shader. This was an experiment in writing a raycaster (software-mode) so the outline is hacked in there as well. If I remember correctly it checked for ceiling-wall-floor changes (eg. wall segment ended and floor began) and also for differences in textures. Objects always rendered their own outline.
Regarding the game itself: there's a gated-off entrance at the other end of the beach that can be broken through. Punching it with your fists is going to take a while, so there's a wooden club nearby (have to take a swim). Once in, you will come across someone who has the required tool :)
But the game is frustraitingly difficult (somewhat by design but also due to jam time limitations) so I apologize in advance.
I had to shut the forum down due to massive bot issue. Have to see if I can reinstante it somehow in read-only mode. Yeah, this project is on hold at the moment. I want to get back to it at some point but the scope needs to be massively reduced and simplified. Been struggling with different things over the last few years, so game development has fallen in the list of priorities. I am sorry about that, because of the nice comments you guys still leave about it. I feel bad :(
Hi,
First of all, I'm sorry this post totally slipped under my radar and I'm only replying to it now :(
Secondly, thank you so much! I'm glad to hear that. Hopefully the full game will be even better and with even more catchy tunes. This kind of music is fun to write but I'm wondering if making them too cheery and catchy starts to annoy players. I guess we'll have to see :D
Sure, you can use it.
For learning purposes, this is pretty nice. I just wandered around cleaning up. The music is so quiet I had to raise my volume up to 100 pretty much. The way the weapon/tool is rotated and drawn also breaks the 64 pixel rule of this gamejam.
Hopefully this was a great learning opportunity and I hope to see more releases from you.
If you get a chance, please check out my entry.
This is one game I wish wasn't made during the LOWREZJAM... :)
I would love to explore these worlds in higher resolution and get lost in the audioscape. While this is interesting and lets your brain fill out the details, downsampling a 3D render is not what this jam is about for me.
Great use of colors and very nice procedural generation going on. Nice work!
If you get a chance, please check out my entry.
I really like the graphics and music but I wish the gameplay didn't include shooting and was instead about jumping, sliding under obstacles (held notes that are longer) and stopping to avoid falling debris or something (short pauses in music). As mrmatt said, it's pretty dang difficult to be looking both at the ground and aim your mouse at the same time, especially at the scale we're talking here. Or maybe I just suck at these kinds of things (I do).
If you get a chance, please check out my entry.
Hi there! It's hard to say without seeing your setup. What's your population and daily income? Certainly it's not balanced ideally but it should be possible to generate 100-200 per day without too much effort. But I haven't played the original version lately.
edit: You're probably not missing anything. It's a very small and simplistic game :)