Thanks for playing!
Intradom
Creator of
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Hi everyone!
Our team created Pixel Perfect in submission for the Brackeys Game Jam 2021.1!
Pixel Perfect is a (co-op available) puzzle-based coloring game where players control tiny paintbrushes to draw a reference image! The catch is that players leave color trails behind, so they have to figure out the color order to draw with! Try to beat all of our puzzles!
You can play Pixel Perfect at https://intradom.itch.io/pixel-perfect! Leave us a comment with your game submission and we'll likewise check it out!
Great work! Your game certainly fit the theme of stronger together! I had a lot of fun making it!
- I loved the polish! The particle effects, sounds, scene transitions; super well polished!
- The game tied with the theme very well! Strength in numbers!
- The level selection menu was great! I was able to skip/revisit levels!
- I would have liked to been able to adjust the sound in-game
- I would have liked to been able to move into the red guys with all my blue guys at once: if the red guys were at 2, then I had to bump into them twice with my 2 blue guys
- The blue guys sometimes got caught on a corner and wasn't with me when I bumped into the red guys; but they still died
Hello! Thank you for the questions. Here are the answers:
1) For the near future, I don't have plans to continue development on Mario 2.5. However, the source code for the game can be obtained at https://github.com/Intradom/Mario_25 in case you (or anyone else) would like to add new content to the game.
2) No story is/was planned for this game.
3) My original idea was to test out a dimensionality shift in the original Mario game along with some other twists, so there were no bosses planned.
4) I was hoping to test out different ideas and polish my development skills with this game for personal development. In terms of the game's development, refer to 1).
5) There definitely could be enemies in the future! Perhaps enemy goombas who can also go through the tunnels. However, as stated in 1), I currently have no plans to work on this game in the immediate future, so enemies would not be added in unless someone else were to do it.
Sorry for the disappointing answers, but I'm trying to develop my game making skills and test out new ideas right now, so most of my work will be focused on released small, prototype games that likely won't get many updates. However, once I feel more comfortable, I will try to transition to a bigger game with more support! If you enjoy my work, feel free to follow my Itch account!
Thank you for playing Mario 2.5!
Thanks for the comment! There are some tools like the bomb and staff that specialize in clearing out the less valuable ores fast. But I agree there definitely need to be more end game focus. I was thinking of adding in gem converters at a 10:1 previous tier to next tier ratio so the old ores are not as useless. Thanks for playing!
Great feedback! I'm planning on implementing the inventory system soon, so check back later! I ran out of time for the jam so I had to go with this method. I will consider bumping up the movement speed as well :D The workshop in the final room is a discount workshop that reduces upgrade costs (not a bug). I'll make that more clear in the future. Glad you enjoyed it and thanks for the detailed feedback!
I was very surprised at how many features this game had for a 48 hour jam! Really well done. A lot of small details that shine when put together! Like another comment stated, really cleaver use of the art pack.
Pros
-I like how the guy's head spins once in a while
-I like how instead of a menu, you have a radio for sound management
-Love the shop cover with transparency in front of the screen.
-Really cool construction of layered sprites with basic art assets (I see you with that Apple computer)
-A lot a lot of dialogue and backstory! Most games I played so far didn't have any backstory, especially with a different scene in the background.
-Art assets fit very well with the game theme.
Cons
-Some of the menu options had to be collided with again to get the other options, a bit of a minor inconvenience.
-I wish there was an initial guide to what differentiated "smart, dicker, bargain, and greek". Perhaps there is and I missed it.
Great job! Very apparent a lot of effort and diligence was put into this game :D
Wow, did you hit 99 with the PICKAXE?! That's pretty crazy lol. Thanks for the feedback! I'll add some more stuff in later :D Wdym by "flashing is horror"? Mouse controls do feel a bit clunky, I was thinking of adding in more feedback to resolve this. Thanks for playing!
Edit: I think I know what you mean by flashing. You mean just appearing instead of a transition. That's a good point, I can make a bottom up transition for the UI element. Thanks!
Great game! It feels a lot like an arcade game; I played a bunch of times and I got a highscore of 107! Very well polished! Could easily be an addictive mobile game.
Pros
-Cool intro screen, a bit low res tho
-Loved the aesthetics and music!
-I liked that there was a tutorial, but I didn't really help (Though I learned I could get gems with my pickaxe from it). I had to play the game a couple times to learn how to play.
-The forced rail movements added a lot of difficulty to the game
-I liked the darkness effect (maybe added in some bloom through post-processing to make the gems look really shiny :D)
-I liked the pickaxe movement. WSAD/arrowkeys lane movements wouldve been a lot easier, but this adds a lot of complexity to the game. I think it would have been cool to make the pickaxe range unlimited and let the pickaxe movement go concurrently with the auto-lane switch rails. So you could buffer lane transitions to make multi-lane transitions.
Cons
-I wished the mine hook would move a bit faster given some of the situations I was put in lol
-I encountered some situations where i was surrounded by enemies(two rocks, 1 bat) and I couldn't dodge no matter what lane I was in. I realized later that the bats could be killed with the mining hook.
-Would be nice to have a sound volume slider
-Not sure what was at the end of the timer since I never made it, but I felt a bit rushed by it.
Awesome game, great job everyone!
Cool game! It feels almost like a music game with all the different sounds.
Pros
-I like how the pick-up frequency gets higher with more cheese
-Map cover is really cool
-I'm assuming you put in the asset pack's pixel text, that's pretty nice
-I liked the livelihood of all the people moving around the map
Cons
-Not a con, more like a requested feature. I think it would be cool to have the people around the map give you new powers. Like bumping into a snake turns you into a snake that lets you go through walls, or a fish could let you only go through water but not land.
Great job!
Solid shooter game! The mouse movements made it a bit difficult for me to shoot
Pros
-Nice gun shots sounds and effects
-Really cool 3D adaptation of default 2D art assets (Especially the flying dude's eyes were awesome)
-Great level design!
-I loved the door lock mechanics that guided user experience
-Awesome boss fight
Cons
-Mouse sensitivity was too high for me, I wish there was a slider (I had a similar issue before where WebGL build bumped mouse sensitivity up super high)
-I think my health went to zero but I didn't die
-I wish the barrel explosions were bigger
-It would have been nice to have a screen effect when I got hit
Nice job! I love how someone's already glitch abusing and made a speed run lmao
Like the others mentioned, this game felt very sinister and creepy, but I think that was your goal so nice job! Really interesting game. Didn't find any issues while I was playing, very nice polish! I got a bit concerned during the data mine and used the task manager to close the game, perhaps i'll try later in airplane mode :D
Pros
-It was great that I could adjust mouse sensitivity afterwards
-Wall sprites were really creative and cool
-I liked the green boxes that told me what I could interact with
-I liked the visual and SFX from hitting enemies
-The data mine and program lock was hella creepy, nice job lol