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STEAL 'EM ALL's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #81 | 2.722 | 2.833 |
| Gameplay | #87 | 2.482 | 2.583 |
| Graphics | #90 | 2.642 | 2.750 |
| Overall | #103 | 2.322 | 2.417 |
| Authenticity (or, Creativity in use of resolution) | #115 | 1.441 | 1.500 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Themes
Fugitive: You have to escape from the farmer without getting caught
Tooling
Godot Engine - LibreSprite (a free and open source version of asesprite) - Bosca Ceoil Blue - jsfxr
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Comments
gg! I am glad you submitted it, the conversation that came out of this helped me too! Next year we’ll both have real 64x64!
Did you make the same mistake I did?
lol totally, I knew it wasn’t a true 64 but I started late and ran out of time. Submit anyway… always stuff to learn. It’s fun to see what people make and I like the feedback they give me :)
Fun game idea! Enjoyed playing it.
ps. Didn't rate your game due to the resolution criteria.
Thank you. No problem
Yep, this is not 64x64 at all. However, I’ve had fun playing this game. Cheer up!
Thank you so much
Resolution issues aside, I liked the concept - the music / intro and tutorial were really great to help set the mood. The neighbor is pretty aggressive in chasing the player, I sometimes wish I knew (maybe using an arrow indicator) where the neighbor was a bit ahead of view so I can properly time my thefts. Nice little game!
Thank you so much, i really appreciate your comment. I was thinking of adding something to indicate the farmer’s location too, but I didn’t have time to do it. Maybe I’ll add it later. I tried your game too, and I really liked it. I really appreciated the game’s audio and gameplay, they’re really well done. Maybe I found some maps harder to play than others, but maybe I’m just stupid idk. Great job
yeah I tried to add some variety to the maps, some are definitely trickier than others!! :) thanks for playing!
You’re using way more than 64x64 pixels. A straightforward way to ensure compliance with the rule is to use a canvas of exactly 64x64, then no mistakes are possible.
Yours is currently 640x640:
I created the game in 64x64 pixels. If I used a 64x64 resolution as the canvas on the website, it would be too small and unplayable. In fact, as stated in the jam rules, I scaled the size up to 640x640 to make the game easier to play. But the game is created in resolution 64x64.
In fact, if you check the games that won in previous editions, they all have canvases larger than 64x64 pixel.
But if this causes a problem and I have to change it, if you can explain how to do it so I can play at normal size, that's no problem for me.
The
widthandheightattributes to<canvas>control the size of its backing framebuffer. So they’re not the same thing as CSSwidthandheight. Set the “Viewport dimensions” in Itch’s controls to something large, 640x640 is good there, and the<canvas>inside will be large, but its framebuffer can still be small – the browser will scale up for you.I don’t know how to control the canvas size in Godot, but someone in the Discord could help for sure; lots of people using Godot here.
I don't know, I made the project at a resolution of 64x64, and there isn't an export setting in Godot to change the <canvas>. Then I checked the games published in previous editions, and they have the <canvas> modified. I'll look into it a bit more, but I don't think, and I hope, that it will affect for the jam.
The way you upscale is:
- In Godot, in Project Settings look for Display > Window > Viewport Width/Height. Make those 64.
- In itch.io, edit the project and under Embed Options, change the Viewport to 640x640.
If you change the viewport *in Godot* to 640x640, that's incorrect.
Thank you so much, but that's exactly what I did. The viewport project in godot is 64x64 and then I upscaled it to 640x640 on itch. Is there anything else I need to do, or is this okay?
OH! I'm so sorry, I totally forgot, there's another section that's important. Display > Window > Stretch: Mode = Viewport, and Scale Mode = Integer. That'll maintain the crispy 64x64px precisely.
Thank you so much, but i've changed the mode to canvas_item, because if I change the viewport, all the textures break and cause problems. Do you know of a way to fix this, or can I just leave it in canvas_item mode?
Here's an example of what happens if I switch to viewport mode
Well, I hate to say it, but the textures break and cause problems because they weren't built in true 64x64px. If you leave it in canvas_item mode, then you're upscaling to use way more pixels than 64x64. The only fix is to redo your UI etc to use actual pixel fonts and stuff.
If only the UI were the only problem. The main issue is that all the game's textures are glitching, every single one. So am I supposed to redo the entire game in less than two days?