Really liked the game, tho very hard, only got to the first 60 seconds. :)
Luke100000
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Thanks!
My brother and me made it in 4 days because we missed the start, and the AI is a product of post-midnight coding, the day before submission. But let's call it a design choice ^^ The inspiration had indeed quite long thinking times as well.
Oh and don't worry, I never owned a Gameboy myself either :(
I will dump the progress here :)
I used this jams opportunity to improve two visual things. The first one is more dominant: material blending between blocks! While I personally think that it greatly improves the visuals, I still need to tweak the mask as it currently looks quite rough. And do some benchmarking. And betatesting.Here another screenshot how it looks underground:
The second change is more decent and finally makes more use of the foliage system I build for the trees: Instead of a few weird grass and flower blocks, foliage will grow on most tops, will have a wavey animation and should give the world a more dynamic feeling. I would like to extend upon that with bushes and other foliage, as well as other props like roots to add some detail. Here a screenshot. Trust me, it looks better when its waving ^^
Oh and another change are some texture reworks, here a few samples of e.g. the new arrows:
It's important to notice that I did not push everything to the latest build, especially the new blending will definitely break some visuals and therefore shouldn't belong in a build.
https://luke100000.itch.io/squareworld I'm available at Twitter @conczin and conczin@gmail.com
The .love is the Universal file you can open with Love2d (https://love2d.org/). Usually helpful when you are on Mac or Linux.
Usually I get the logs, but this time it seem it got lost. I had no time to improve performance ^^ You can hit "return" to switch to the more lightweight renderer, usually doubling FPS when GPU bound, but I think there is still a long road to go to fix all the performance issues XD Especially the realtime shadow around the player is a massive bottleneck, 50% of the power is used by this effect ouf
"for the time being" Be careful, once its CC0 you are allowed to change the licence any time, but everyone who already got it may upload it under a different license. You are no longer copyright owner.
If you want you can add that an attribution is welcome, but not required. I usually attribute, even if not required.
Thanks for sharing this art with us, its beautiful!
Definitely worth the price + tip. Especially the smaller flames look nice. Some annotations:
Not all animations are perfectly repeatable, there is a small cut.
Blaze2 has some none transparent black backgrounds.
Some textures like blue 3 look cropped.
All animations blend to black instead of alpha, which in my case is annoying.
These images are large as promised (for an animation), but with a lot of empty margin (partially > 50%). I had to resize them manually.
No texture atlas included (not promised, but I consider them helpful for animations)
As seen on the screenshots too, some animations are colored and reused, so the actual count of "unique" animations is a little bit lower.
As written on the itch.io page this game comes NOT with a steam key, even if the purchase window says so.
I apologize for this problem and am trying to fix this as soon as possible!
If you are a collector and want the old original SquareWorld removed from Steam, buy SquareWorld Unpixeled on itch.io and contact me directly at conczin[at]gmail.com to receive the prequel key.
Thank you for the feedback!
Yes, especially with the tactic part, which should be the main topic, I am not satisfied. There were grappling hooks planned and more types of weapons and maps where each hero of your squad should be part of a plan. But I was thinking too big in the given time frame. I'm interested in updating it, so let's hope I can improve it :)
The graphics are incredible! Well done! I wish there would be more steel supports and plants later in the levels, but within the given time limit it's great!
Here a list of bugs I found so far in the case you want to continue this project:
When a tip appears in the text input ("press escape") it should disappear once the user starts typing, not append. So I often input "press escapeY" by accident.
The game is completely key-based, however opening the console works with your mouse. I recommend to move this to a key too. If you leave the cursor at the bottom of the screen you can not exit the console since it reopens all the time.
If you push a crate on a door and open it, it floats until you touch it.
Some objects like the crate has anti-aliasing and therefore more than 2 colors (it's just a bit, so still 5 stars)
Maybe I missed it but you should mention that B reverses the action of A (lift, ...)
An extra point for the dying animation :)
Saw all 3 endings :)
The interpolation caused the fonts/smaller images to be blurry, resulting in more than 2 colors.
What's about the music? I found a music file in the games data and it says Waterflame in the credits, however none of both played.
It feels like the boy wants to flee in the opposite direction :)
Good job!