hmm. haven’t noticed candy not incrementing. we’ll have to look into that; thanks for the heads-up! and thanks for playing!
timconceivable
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thanks! here’s the palette we used if you’re curious. https://lospec.com/palette-list/bittersweet
hmmm. doesn’t make any sense to me as my screen is lower resolution (about half the size) and the game easily fits in my browser window. i appreciate all the info though! hopefully we’ll figure this issue out at some point so it can be prevented in the future. your game looks great btw, i’ll check it out soon!
i’m pretty sure it’s not a graphical issue causing the lag. it runs at the 160x144 pixel resolution and just scaled up to 800x720, which isn’t very big. my guess is that it may be loading the audio that is causing it but we’re not sure. did the lag continue for you for a while? for me, it only last a about 10 seconds before the music stops stuttering.
each key opens a specific door. if it doesn’t open one, look for another. i think we could have made this clearer, but unfortunately we didn’t come up with a good method for that in the time we had. sorry for the confusion!
i’ve experienced some choppiness with the framerate too, so you’re not alone. for me, it’s usually just on the main menu and it goes away after a few seconds of playing. it might depend on your computer specs?
thanks for the feedback and for playing!
THIS IS ANSWERED ON THE JAM PAGE/FAQ
this is only the first paragraph of the rant, but you can read the rest on the jam page linked above.
it might be helpful for you to look at past jam entries to get inspiration and an idea of what can be done with only 4 colors.
here are a few examples:
yeah, like it says in the description, this is an unfinished jam game. it has a sort of ending, but it’s definitely not worth it. just a different message when you go back to your house. i think there are like a dozen pieces of furniture to collect, which in hindsight was way too many for how little gameplay i got done. coins don’t do anything but make a sound when you collect them. thanks for playing!
64 x 64 is tiny. look through past game submissions.
i found a plugin for pixel-perfect scaling for RPG Maker. i think you will just have to set your game resolution to 64x64 and it should take care of the rest probably. i have no idea how to change the game resolution since i have never used RPG Maker.
btw, i searched google for “low resolution with rpg maker” and checked out some of the results until i found a reddit post that mentioned that plugin. you can often find answers on your own by doing this first!
Hi, please take a look at the information on the jam page (there’s a very detailed FAQ on there as well). That should answer all of your questions. You could also check out some entries from last year. That might give you an idea of what we’re looking for. If you still have any questions after that, let me know. :)
having a manual like NES games is a great idea if you have time for it. i would just make the manual a pdf file that is separate from your game. i don’t think many NES games had a manual in the game itself, but if you wanted to put it in the game you could have it accessible from the main menu and/or pause screen. i would keep it at the same resolution and use the same buttons to navigate through it though.
this is really cool! nicely done! i feel like the controls could be a improved a little bit. pressing down to shoot seems kind of weird to me.
also, it would be nice to have some checkpoints or a way to reload at each room because i softlocked myself.
EDIT: nevermind! i see that i shoot through the blue tube to get back to the first area.