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Flee64's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #25 | 3.934 | 3.934 |
| Graphics | #25 | 4.053 | 4.053 |
| Gameplay | #26 | 3.789 | 3.789 |
| Audio | #30 | 3.737 | 3.737 |
| Authenticity (or, Creativity in use of resolution) | #48 | 4.158 | 4.158 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Themes
You're Not Allowed To Win - The game is endless. The monsters get stronger with each level. The goal of the game is to get the highest score possible.
Cleanup Crew - This is more about the story. The main character is a monster exterminator who really enjoys her job. She's hired to eliminate all the monsters.
Tooling
This is the second game I've created in Godot, but the first in GDScript. It's the first game I've created with web export, and it's also my first game jam.
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Comments
Really cool game! Wolf3d was probably the first game I ever played in my life, brings back great memories. Nice graphics and solid mechanics. Congrats on finishing the project!
This is such a cool entry, crazy it all fits in a 64x64 resolution! Big wolf3d / doom 1 fan here so this definitely took me back! love the tutorial, and the fact you added a shop, several enemy types. Graphics look really great, and the music fits the entire game perfectly. This is super impressive for a first jam entry! I see you invested a ton into making this game super fun, well done!
I'm glad that you enjoyed the game! ๐
Yes, making the game was pretty much the only thing I was doing in my free time during the jam. ๐
The gameplay is good; the effort put into the tutorial and level design is really impressive; the music suits the vibe of the game, and the humor works really well.
Only things that could use improvement: Movement feels a little too slippery in the game. In the tutorial, the turn rate seems much too slow (different than the actual game). Since you end up dodging enemy attacks and trying to shoot them when they are far away, they are little more than a few pixels, so might be good to have a consistent color for the enemies.
This definitely has the potential to be expanded into a larger game. Well done.
I'm happy you liked the game and thank you very much for your feedback! ๐
I'll have to look on the camera sensitivity then!
You have a point that the enemies are hard to see when they're far away. This was a problem I had quite some hard time with. Because I wanted to have multiple enemy types in the game, distinguishing between them was hard when they used the same color palette. Therefore I used different bright colors for different enemies. The idea was that when you se bright pink pixel, you should know that its the pink slime. You see a green pixel? Its the big green slime. Orage pixel is a floating fireball. Blue pixel is the giant slime and purple with bright yellow is the mage. Even so, looks like my solution still wasn't perfect ๐คฃ.
I bet there is a more elegant solution than mine and yours might be better. I'll try to experiment more in the future! ๐๐
Yeah! Great job squeezing all that in 64x64, still feels good!
Thank you! Making things at least recognizable was incredibly tiring work :'). Some people had problems with mapping the space around them, so im glad that you enjoyed it :D.
this year has a lot of submissions that i've never played before but still give me nostalgia. really well done! had a blast.
Anemoia :D? I'd say that a lot of people (including me XD) were inspired by other games and put their own spin on them.
Thank you so much for playing!
It feels like Doom and Wolf3D had a low res demon child. I love that idea and you totally nailed its execution! :D
Yes! Thank you very much and I hope you enjoyed the game to it's fullest :D.
I'm back, and its even more fun now! I got to 2709. You really squeezed as much as you could out of the 64 resolution :D Got me slapping my belly >:).
Great job with the score!
Very fun! You nailed the running and shooting mechanics (even repeating the two levels over and over felt fun). I can't wait to come back to it after the jam ends!
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I think that adding some indicator that shows from where you are being shot at can be helpful and quick to implement :D. (I know that adding SFX will help with this, but the 64x64 resolution can still make it difficult).
Thank you very much for the feedback!
I am currently working on audio and I can say that the SFX will 100% tell you that you got hit! On the other hand, making other levels is currently my second biggest priority, so given the time left.... implementing the indicator will be iffy :P.