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Pixel Sabotage Adventure's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #58 | 3.824 | 3.824 |
| Audio | #70 | 3.176 | 3.176 |
| Accessibility | #71 | 3.059 | 3.059 |
| Originality | #86 | 3.176 | 3.176 |
| Overall | #86 | 3.076 | 3.076 |
| Theme | #109 | 2.882 | 2.882 |
| Controls | #109 | 2.765 | 2.765 |
| Fun | #110 | 2.647 | 2.647 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.6.2
Theme Interpretation
You are on a secret mission to sabotage a server. For that you need to sneak and avoid getting seen, else they kill you. In other words: There is a bounty on your head
Wildcards Used
Baggage
Include an inventory system
Source
yes, source files can be downloaded
GWJ Participation Level
4
Team Size
1
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Comments
This is really ambitious, good job! I like the retro feel. I was very excited to play it with controller, but unfortunately I could get the camera look to work, is that a bug or am I just missing something (playing on web)? I was a little confused by sneak, since it doesn't seem to do anything visually when held down... crouch toggle made sense though
I haven't tested it with a controller, as I don't have one. I added some keybindings there just in case, but later I added the configurable controls anyway.
Otherwise if you have issues somewhere , try the downloaded version.
Also for sneaking, I haven't added any extra animation there, so it is just the camera look that changes.
The game is cool! The pixelated 3D graphics reminded me of the PS1 era, which gave the game a really nostalgic charm.
Very cool! That pathing and navigation must have been tough for such a short game jam. Well done! I like the pixelized take on the enemies as well. I didn't get the peek mechanic at first but then I realized you had to hold the right click. runs well in browser and everything. Cheers!
it was tough. Luckily I had 2 extra free days from work, though in the end I was still working up to 1 am.
For some parts of the navigation, but also the view dependent rendering of sprites I helped me out with the right tutorials.
Otherwise for the regular pathing I came up with my own solution. These path points are actual tool scripts which I created in a way I can see the paths in editor
practical and cool to see them in editor! Is each path point a node then with a tool script on it?
yes, and even the connections (for preview) are own nodes. Initially I used path3d nodes for preview, but they turned out to be not visible enough. The code to get the cylinder in the mesh instance right aligned and the right length was one of the trickiest parts here
i would recommend toning down the tutorial a bit. i was getting shot before I could complete reading all the instructions haha. But love the art style of the game and runs very well on browser. Impressive stuff!
yeah, the enemy is getting a bit too close there, the same sometimes happens to me when I restart from a checkpoint, forgetting to go into crouch mode and suddenly the enemy is coming after me.
Loved the retro style and visuals in general, I was getting camped for some time, but ended up escaping. Good job!
yeah, I noticed that too when playtesting in the end, especially the last enemy is tricky. The main issue was like for many people the time. Even though I submitted it a bit earlier, at this time I hadn't tested it enough, so I was still improving and fixing a few things up to the last hour of the deadline
Wow amazing art and visuals overall. Great atmosphere. I did struggle quite a bit to get around but maybe i just suck. Loved the music too and the concept!
Yeah, getting around can sometimes a bit tricky. I was a bit shot on time designing and polishing the level, as I had some ugly bugs related to saving, loading and resetting the player progress which took me longer to fix.
Also the way I implemented enemy patrol, that they don't always take the same route might lead to unexpected surprises too.