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Gear's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #85 | 3.917 | 3.917 |
Overall | #99 | 3.750 | 3.750 |
Authenticity (use of resolution restriction) | #105 | 4.500 | 4.500 |
Audio | #123 | 3.333 | 3.333 |
Gameplay | #131 | 3.250 | 3.250 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
Nope, just me.
Was the resolution a challenge?
The resolution was challenge yes, but it so much more interesting.
What did you learn?
This is my first completed game! So I learned soooo much. The main thing was making a Scene Switcher.
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Comments
Interesting environment. I included it in my LowRezJam compilation video series, if you’d like to take a look. :)
Good work, you created an excellent atmosphere with this. Really liked the graphics and sound design.
I was fine with the fetch and bring nature of the game itself, but the distance between some of the pieces is too large in my opinion. Backtracking through multiple empty corridors and rooms with a low walking speed felt like drudgery. Perhaps that's intended, but it made it tedious for me.
Excellent little game. Graphics were spot on and personally I thought the character was just fine; making an isometric walk animation isn't easy. I got a little bit stuck on the environment somehow in the lever socket room but managed to wiggle free!
The only thing I'd add would be a minimap of explored areas to save backtracking (accessible via holding down a key maybe so as not to steal screen space?) although having stairs/different levels makes that a bit tricky.
Overall I though this was great, well done.
Solid first attempt. I got lost for a bit because I missed the switch.
My only real issue is that it's hard to see some parts of the character sometimes because they match some of the background colors.
Keep it up!
Nice game, it get’s the ambience, mostly due to music. Graphically it just falls a bit short… I think there’s a few heavy contrast issues, the main character looks like “one-legged” most of the time, doors on invisible walls are almost impossible to identify and it is the tile hinting paths that helps to identify them. Gameplay wise, it could use a bit more speed but I guess the current speed was intentional to add to the mood.