For this jam the final render has to be 64x64. You can scale it up but you have to maintain pixel size proportions.
Sl1ngShot
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If you check submissions for the previous LOWREZJAM jams, you'll see there were a few attempts at FPS games with 64x64 resolution. Imho the resolution is just too small for any kind of viable 3D game. It's mostly because anything further than a few steps in front of your camera cannot be rendered in a visible manner anymore.
That being said, don't let this descourage you. Please do try it out. You may find workarounds, or come up with gameplay ideas that circumvent this limitation. Good luck!
According to the rules, you should try to use them as they are, no adding or editing.
You can use shaders or manipulate them via code.
I would say try as much as possible to use what's in the asset pack, but if it really doesn't work for what you're trying to achieve it's ok to alter or add a bit to it.
According to the rules you should utilize only the provided assets. Obviously you can shade and manipulate them from code any way you like but you should not add or edit the asset.
And the asset to use is Kenney's 1-BIT Pack. See this post https://itch.io/jam/asset-jam-2024-by-pixigb/topic/3658445/pack-for-jam
We'll be using Kenney's 1-BIT Pack. See this post https://itch.io/jam/asset-jam-2024-by-pixigb/topic/3658445/pack-for-jam
Asset pack for the jam is Kenney's 1-BIT Pack. See this post https://itch.io/jam/asset-jam-2024-by-pixigb/topic/3658445/pack-for-jam
Organizer seems to be MIA so in the Discord we decided to use Kenney's 1-BIT Pack. See this post https://itch.io/jam/asset-jam-2024-by-pixigb/topic/3658445/pack-for-jam
For this jam we will be using Kenney's 1-BIT Pack -> https://kenney.nl/assets/1-bit-pack
It's a pack with over 1000 sprites of all kinds, so it should cover most needs.
Have fun everyone! I look forward to your creations.
Thank you for the feedback. The collision box for the dragon is quite a bit smaller than the sprite. The pillars also have a smaller collider. I think the problem is I switch to the end screen instead of showing something like a death animation, as that would more clearly show how forgiving the colliders are.
The trick is to mix up dashes with flaps. If you notice that a flap will cause you to hit the upper pillar, you can quickly dash, and that acts as a flap cancel.
But I do agree the game can be very difficult. And unfortunately the way inputs work are one of the reason. One thing on my list was to do input buffering, similar to how quality platformers like Hollow Knight and Ori do it. If you press a flap while you're dashing, it won't register. I also think flaps could act as dash cancels, giving you even more control over the dragon.
Thank you so much for your feedback.
The collision boxes for both the dragon and the pillars are quite a bit smaller than their sprites, precisely to make it a bit more forgiving. So much so that my son, who has a pretty old and slow laptop and the game runs below 30 fps, discovered he can dash through the pillars if he times it right :)
But I'll think of ways to improve feedback when nearing the pillars.
A very ingenious use of light. It took a bit to understand what was going on, so maybe a short notice to stay away from the walls might have helped. Nothing a few seconds of experimentation didn't cover.
A bit more music would have been nice, and a scoring mechanism, either based on the time it takes to complete, or on moves. Or even both.
I'd love to see more mazes, and even new mechanics like trap doors or events that transform the maze. Well done!
Later edit: do the tutorial people. It explains how left click is for shooting blacks and right click is for shooting whites. Game plays much better once you know the rules :)
Original review:
Brilliant graphics, pretty nice music and smooth controls. The weapon shooting is satisfying and impacts are pretty juicy.
Not sure about the ammo "regenerating" over time. It pulls me out of the action and I just end up running around waiting for it to refill. I would have preferred some kind of infinite ammo to allow me a more aggressive play-style.
I found a bug in the web build. If I press R (which I was doing instinctively to try and reload the weapons) the game crashes.