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APES.C's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Authenticity (or, Creativity in use of resolution) | #13 | 4.545 | 4.545 |
| Gameplay | #33 | 3.636 | 3.636 |
| Overall | #49 | 3.568 | 3.568 |
| Graphics | #68 | 3.136 | 3.136 |
| Audio | #73 | 2.955 | 2.955 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Themes
Cleanup Crew
A bit of a stretch, but explosions slowly "clean" the map of buildings and they are done by two players which, despite being opponents, are technically "crew", since there is more than one of them.
Tooling
Just pure C coding and only using libraries already present by default on each platform. Compilers used are gcc for Linux build, Emscripten (emcc) for web build (WebAssembly) and x86_64-w64-mingw32-gcc for Windows build.
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Comments
Cool game! Very impressive that its created using only C. I was a little confused though with the controls for movement vs aiming.
Thank you for playing! Yeah, I should had written somewhere more clearly how controls work. In general, up-down is for aiming and left-right is for movement, but the half-circle available for the aim is the one in the direction of last movement (e.g. if you last moved right, than you can only aim right). Also, if you move in the opposite direction of the aim/last move, then you only "turn around" without moving. And movement is pixel by pixel and can happen only if there is no collision when shifted by that one pixel to the side or by that one pixel to the side plus one pixel up (i.e. climbing up (going "up stairs") when possible).
I guess I am better at coding than at describing things in human language. XD
Oh, these ancient old-school vibes. I was transported back to childhood by the sounds of the beeper. Love it.
Thank you for playing, glad you liked it and that it nudged some nostalgic memories! :)
Excellent game! Impressed by the graphics settings and especially by “Quit to DOS” option ) I’m a big fan of artillery games since Amiga’s Scorched Tanks. Extra star for the pure C!
Thank you for playing and appreciating pure C programming! :)
First off, congratulations on building a game jam entry in pure C, definitely not an easy task! Really cool mechanics, gives off great Worms and Gunbound vibes. Congratulations on finishing the game!
Thank you for playing, I am glad you liked it and appreciate it! :)
Never played that Gorillas game, so the first thing coming to my mind is Worms, which I really enjoyed playing in the past. But I don't feel like there's too much strategy in this game, as the areas are mostly flat and only one enemy to consider. Would've liked a bit of variation in this regard. But from a technical perspective the game is working pretty well.
Thank you for playing and for the review! :)
The lack of variation is partially due to limiting the scope somewhat, to be able to finish it in time. In part it was also because adding more options (e.g. different weapons) might clutter the UI and/or make the game drift too much from the intended idea.
That was fun! Really well done with the available pixels and with a lot of attention to detail (like the sun!). Great job!
Thank you for playing and appreciating details! :D
Fun stuff! Did not expect to see a gorillas demake, but it was a welcome surprise :D
Thanks, glad see that surprise appreciated! :D
Well... That definitely took me back... I spent hours as a kid playing with the GORILLAS.BAS source code (and of course NIBBLES.BAS) on the preshipped version of QBASIC on DOS 5.0. I remember even upgrading to QUICKBASIC at some point and being able to create and ship my own modified versions as .EXE files on 5"1/4 floppies. Thanks for making me feel old lol
Really great entry, love the artisanal touch to everything, including the way you built this from scratch, and how it stayed true to the original game, with PC Speaker sound as well.
Really loved this, thank you!
Thank you for playing, I am glad you liked it and that it managed to nudge some nostalgia. :D
QBasic was how I started and got interested in programming. I still have some .BAS files laying around in ancient backups, but I no longer understand the code that well (I used to use short, cryptic-acronym-like variable names as a kid (probably due to horizontal space being limited to 80 characters), for most which I now have no idea what were they supposed to mean XD).
You're lucky to still have some programs lying around :) make sure you don't lose them, it's too precious!
This was also the easiest language for my son to pick up 10 years ago when he started to learn - I wrote about it at the time: https://nicolasbize.com/blog/2016/05/16/Thirty-years-later-QBasic-is-still-the-b...
<3
I never did play Gorillas, but I did play a lot of Scorched Earth as a kid. Fun to harken back to the aiming and shooting days. I like it when low rez entries play with other aspect ratios, and I liked the skull state, although I couldn't figure out how to actually reproduce it other than the times I got it accidentallly.
Thank you for playing, glad you liked it! :)
You change states by hitting the Sun. You can also disable that in "Set game rules", to make the Sun purely aesthetical or remove it altogether (there you can also change number of points to win, gravity and how wind behaves (none, constant per round and changing each turn, which is the default)).
The sun’s reaction and the way building lights went out… nice details! gg
Thank you for playing and appreciating such details! :)
super fun. great job! making it two player was also a nice touch.
Thanks, glad you liked it! :)
I was considering adding an option to play against a bot, but I figured out I had no idea how to code one aside from something like a random behavior, which would likely be useless.
Simple and fun!
Thanks! :)
Had a great time playing this with my wife. She had a blast (literally), and she doesn't even play games! Nice job!
Thank you for playing, glad you two enjoyed it! :)
Had a blast playing this with my daughter =)
So reduced to the minimum, but the gameplay is working. Love it!
Thank you for playing and your kind words, this is really wholesome to hear! :)
My man seriously thought that 64x64 was way too many pixels, what a madlad! The game looks like it came out on the Atari 2600 :D.
It's impressive how you still managed to create a totally playable game. Good work!
Thank you for playing, I am glad you liked it and appreciate the low res widescreen resolution of 64x36 pixels! :D
I love your implementation strategy! Same basic idea I used in last year’s LowRezJam, have a tiny Wasm program that just produces framebuffers and a PCM stream. Are you going to share the source code?
The world needs more games built on these lines :)
Thank you! I remember playing your game in the previous LowRezJam, in fact it has inspired me to try to make a "widescreen experience" entry, i.e. one using the 64x36 resolution. :D
I will think about sharing the source code, I would be more eager to do it if it was less of a horrible mess I feel somewhat embarrassed to show. XD Maybe when (and if) I tidy it up a bit. :)