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A jam submission

Dot DoddleView game page

Submitted by mimmeer — 1 hour, 14 minutes before the deadline
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Dot Doddle's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#14.5004.500
Fun#23.7503.750
Theme#24.3754.375
Overall#43.5003.500
Audio#53.1253.125
Creativity#93.1253.125

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Nice game, last level has a bug like others said, but it's nice, also the 2nd level needs to have it's collision smaller, maybe make each tile have a 6x6 collision?

Submitted

I really like the start with the litle cinematic !

Submitted

i use tic 80 so i know you need to press z to invert gravity

Developer

okay! thanks 4 the feedback.

Developer

sidenote:
this game could've definitely been better.

but i forgot to save on day 1, meaning I had to reprogram it all from scratch on day 2 and day 3. Most of the engine was coded on day 2.

Submitted

Third level I hit an error and could acces the game's code

Developer

Yeahhhh I think I forgot to add a "Well Done for finishing the game!" screen. (o.o)

Developer

More technical explaination (not that technical though)

Basically, the game stores levels in a  big list - but the thing is, my game engine will crash if the index goes "out of bounds". When you try and go past Level 3, it panics as Level 4 doesn't exist, and crashes. (x-x)

Submitted

nice game

Submitted(+1)

I like this style! You've definitely got the retro style down, well done! The commentary on losing was a particular fun, cool!

A bit of suggestions: 

The instructions in the game and the description below it are confusing, "A" does not start the game and does not change gravity, it is the letter "Z" that does it. It is worth fixing it

On level 2, to get into the pit, you need to pixel-target it, it's better to expand it a little

Developer (1 edit)

This is a technical explaination.
I built this game using TIC-80, which is a free fantasy console, built around Lua - and each "controller" has 8 buttons - Up, Down, Left, Right, A, B, X, and Y.


It just so happens that (A) maps to [Z] by default, and (B) to [X], and so on!


Oh, and I never noticed that problem on level 2. Wait, I did - my collision might be a bit too tight... (but... how do I make a hole like 2px bigger when my entire collision logic is built around each tile having exactly 8x8px collision?)



Edit: Fixed typo.