I thought this was great! Really reminds me of old games! Very impressive you managed to fit in all of the elements! The viewport for the player was effectively smaller than 32x32 worked brilliantly! Love the amount of detail you managed to get in and a levelling up system etc. My only gripe is that it's very easy to get lost in these kinds of games - a map would have really helped - even if only a small portion of the map, where you had already been or needing to press a key to open. Loved it!
Play game
Whammy's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #101 | 3.438 | 3.438 |
| Authenticity (Use of resolution restriction) | #113 | 4.484 | 4.484 |
| Overall | #163 | 3.465 | 3.465 |
| Graphics | #187 | 3.203 | 3.203 |
| Audio | #226 | 2.734 | 2.734 |
Ranked from 64 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
Flew this one solo. Creating a pocket-sized Wizardry-type game was definitely a fun experience. :)
Was the resolution a challenge?
The main hurdle was getting all the HUD info on the screen without dropping back to that horrid "tiny" font. Decided that i was going to go with an Apple ][+ style font and build the rest to fit the font size instead of the other way around.
What did you learn?
I wanted to see what I could do in that kind of space. I learned a lot from several people in the AppGameKit community that were also creating entries. So many clever solutions to space problems!
A big thing I learned here was that I was better at managing time and scope than I thought. It definitely gives me more confidence in tackling much larger programs and delivering on time/to spec.







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