No, ~~but either I was wrong or it fixed itself.~~ EDIT: nvm, I just launched the debug scroll build and saw it work. So it appears to be this one specifically. May try other builds later.
Doodlinka
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Could be a fun mobile time-killer if polished! But please, never EVER mix pixels of different sizes! You can ensure this doesn’t happen by deciding on a resolution for your art in advance and drawing everything as if the window’s size was as small as your art pretends it is. In Godot, you can accomplish this by going to the Window section of the project settings, setting the viewport width and height to the smallest values, at which your game would render pixels at a 1:1 ratio, setting stretch mode to “viewport” and scale mode to “integer”.
Could be a fun mobile time-killer if polished! But please, never EVER mix pixels of different sizes! You can ensure this doesn’t happen by deciding on a resolution for your art in advance and drawing everything as if the window’s size was as small as your art pretends it is. In Godot, you can accomplish this by going to the Window section of the project settings, setting the viewport width and height to the smallest values, at which your game would render pixels at a 1:1 ratio, setting stretch mode to “viewport” and scale mode to “integer”.
I see great potential in this one: the premise is interesting and the atmosphere is spot-on. But the game really suffers from a lack of a tutorial or at least illustrated instructions. I lost on day 2 because I couldn’t figure out what do the power controls described in the booklet correspond to on the actual panel…
I’m guessing this was made for those already familiar with driving simulators? Absolutely nothing is explained, not even the controls. The camera flips when you’re trying to reverse and it’s very disorienting. The graphics are nice, but could use some more contrast: I kept running into walls and dead ends obscured by the shadows. It’s decent once you get used to it, though!
Fun little game, but I do have a couple issues/nitpicks. Most importantly, even on easy, the maximum time the flashlight can stay lit may not be enough for a spooky vegetable to reveal itself, making it impossible to distinguish. 10000 score seems like quite a high mark, and it might be more appropriate to let the player play until they lose anyway, since this is an arcade. You can shine the flashlight at several vegetables at once, I’m not sure if it’s intentional or a “cheat”.
the submission form has the wrong palette, here’s the one we actually ended up using: https://lospec.com/palette-list/journey
Good, but very easy, especially when you discover you can hold down the shoot key. The firing speed increase is either very common or persists forever, making it even easier. The text has some antialiasing on it, breaking the 5 colors rule. The score and high score are both displayed as NaN in the game over screen, but this is minor.
Good concept, but lackluster execution (though I understand the lack of time and all). My main problem is that the game is extremely slow-paced due to the clunky controls – it’s frustrating, and losing takes forever even if you don’t know what you’re doing. You might want to try a tile-based cursor for moving boxes and a very short timer, so you can barely think. One thing that could’ve been easily fixed in the jam’s time is the 160x144 resolution. It’s very small and uncomfortable on a modern screen, so the rules allow upscaling it, and doing so in Unity requires to change two numbers in player settings.