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This submission is disqualified
A jam submission

Adventures of Darwin: Gold Diggin' DwarfView game page

Dig for gold, upgrade your gear, guard your lamp, and delve into the mines.
Submitted by Trio, Dasmish, PixelGuitar, MasterQuest, SomeMachine — 5 minutes, 23 seconds before the deadline
Rated by 18 people so far
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Adventures of Darwin: Gold Diggin' Dwarf's itch.io page

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How does your game meet GBJam's theme
Your a Gold Diggin' Dwarf!!!!!

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Comments

Jam Host (1 edit)

Hello.
Unfortunately we've had to disqualify this entry.
The bulk of the game seems to run at 576p or higher as its internal resolution and not 144p, as there is a constant shader in use during all the mine segments that gives all the assets dithering within their larger pixel blocks. This same higher resolution appears to be in affect for the vision/light system's circle which is very far above 160x144p internally.

This system appears done selectively as it does not affect all screens in the game (i.e. the main menu and the surface hub) and UI is completely unaffected by it too. As a result this appears to be a very intentional implementation and we don't want to have people think that we're allowing a much higher internal resolution than the rules state. If this isn't a shader, that would mean most of the artwork has been purposefully drawn at around 4x the intended resolution to have the shading on purpose in the first place, which is still the same issue.

The game was very fun so it is indeed a massive shame to have to disqualify it, but as said we need to ensure rules are adhered to sufficiently so as to prevent future misunderstandings. We hope you understand and that we see you next year.





Developer

Hi, and thank you for the kind words about the game and for explaining the decision.

We went through the project to find out exactly what happened. You're right about what you saw, but it wasn't intentional and it isn't the artwork.

What happened: the game is built around 160x144, using Unity URP's Pixel Perfect Camera to render at that resolution and upscale by whole numbers (exactly 3x). The mine uses its own camera prefab. In our final commit, about 10 minutes before the deadline, the pixel-perfect component was removed from that prefab while we were trying to fix how the mine framed on widescreen displays. We didn't catch the side effect: without that component, the mine camera renders at the window's resolution instead of 160x144. That one missing component explains everything you described:

  • The palette/dither pass is a 4-colour, 4x4 Bayer full-screen effect meant to run on the 160x144 buffer. Without the low-res target, it ran on the upscaled window, so the Bayer pattern ended up inside each large pixel.
  • The lamp is a 2D light whose texture is sized relative to the camera target, so its circle was also rendered at window resolution.
  • The title screen, surface hub, boss room and ending weren't affected because their cameras kept the correct setup. That's why it looked selective.
  • The UI is a separate 160x144 canvas at integer scale, so it was never affected.

The art itself is native: every sprite is 16 pixels-per-unit with point filtering, drawn at 1x, not 4x.

With the component back on the camera, URP renders the mine into a 160x144 target, runs the dither and lighting on that buffer, and only then upscales it, which is what the rules require.

Since uploads are locked after the deadline (which we fully understand), a mistake made in the last minutes couldn't be corrected. We're not asking to replace the build. We'd just ask you to reconsider the disqualification, since this was a last-minute configuration bug rather than a deliberate choice to use a higher internal resolution. If it helps, we're happy to send side-by-side screenshots of the mine with and without the fix.

Either way, thank you for running the jam. We had a great time and hope to see you next year.

Submitted(+2)

Such a great game! I love the loop and the final fight. However, you should add wall collisions for the gold, because sometimes it dropped into the walls and I couldn't reach it anymore.

Developer

Thanks for the feedback! We hadn't run into that issue during playtesting, so good to know!

Submitted(+1)

Interesting game. I had a hard time figuring out how to get more light, but it was interesting.

Developer

Thanks for taking the time to play and give feedback! We had the idea of making it so your mine cart could provide its own light source and you could return to your mine cart to refuel your lantern fuel, but we unfortunately didn't have enough time to implement this idea before the end of the jam, so you do have to take the mine cart back outside to replenish lantern fuel lol

Submitted(+2)

Nice game! The art and use of multiple palettes is really nice. I like how your "health" is also your visibility, it makes for an interesting twist on this sort of looting incremental game.

Developer

Thanks for playing! Glad you enjoyed the lantern/health bar mechanic, thanks for the feedback 😁

Submitted (1 edit) (+2)

cool gameplay, very coherent gameloop! If I could change one with would be adding an indicator of where your cart is from the beginning, so the minimap would be way more helpful. great job!

Developer

That's great feedback, thanks for taking the time to play our game!

Submitted(+1)

cool gameplay, very coherent gameloop! If I could change one with would be adding and indicator of where your cart is from the beginning, so the minimap would be way more helpful. great job!

Submitted(+2)

I really like the simplicity and the retro vibes. The combat could be a bit better, maybe more range on attack. It was almost impossible to hit something before it hit me. 

great game!

Submitted(+2)

I liked the graphics and the animations :) When I encountered monsters I didn’t really know what to do, it looked like the pickaxe was ineffective but that was maybe because of the ghost 👻 It is a shame that the field of view does not respect the resolution constraint because it would have done wonders for the gameboy feel!

Submitted(+1)

I started to enumerate all the things I loved about this game but everything is just wonderful. 

Developer

Thanks so much for playing! Glad you enjoyed it!

(+1)

I absolutely love your game! I love the graphics, the sounds, and the gameplay. It's just so much fun! I especially enjoyed all the upgrade options, and the boss didn't stand a chance against my pickaxe! :-)

Developer

Heck yeah! Thanks for playing! Glad you were able to reclaim your lost gold from the depths of the mine!

Submitted(+1)

Very fun, solid gameplay and beautiful visuals, really good work.

Developer

Thank you!

Submitted(+2)

Nice game! I’d say it has a good gameplay loop and the right amount of challenge.

What really infuses the gameboy soul into this game is the art though, great work on that!

Took me a bit of time but I managed to defeat the boss :)

Developer

Glad you were able to finally beat him! :)