This jam doesn't specify it, but many jams allow you to make some base code beforehand and re-use basic utility code, i.e., a game engine. Just as long as you don't make the game itself before the jam starts. If I make a game it'll be with this framework: https://github.com/morph-games/owls16
Morph
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This jam doesn't explicitly mention it, but most jams say you can use anything that you legally have the right to use -- which means no sounds directly from existing, copyrighted games. If you do make a "fan game" that uses graphics, sounds, or characters from an existing NES games, you're in a legal gray area. Likely it'll be fine, but you do open yourself to Nintendo and other copyright holders complaining via a DMCA request, and taking your game down.
Since the NES controller actually has the buttons in the order B, A...
...it's best if Z = B, and X = A.
This also matches what Pico-8 does, with X being the primary/Yes/confirmation button (similar to NES's "A"), and Z (labeled as "O") is the secondary/No button. In Pico-8, you can also use N and M for secondary and primary respectively. This would be useful if people also allow WASD keys for movement -- which is ideal from my perspective.
My preference is also to have the Tab key used for Select. But I do like Enter for Start.
Here's what I did recently: https://github.com/morph-games/owls16/blob/main/src/console.js#L26
The idea is that if you're constrained to an NES controller, then you can map a whole bunch of keys to the controller buttons, so that players can just pick and choose which they like.
- WASD and arrow keys for the D-pad
- "A" button: E, X, M, ".", "]"
- "B" button: Q, Z, N, ",", "["
- Start: F, J, B, Enter
- Select: R, H, V, Tab
Would anyone be interested in making a game using a prototype fantasy console that runs in the web? It has an API and concepts similar to Pico-8, but the games are written in JavaScript.
https://deathray.itch.io/owls16 -- I could adjust the resolution and palette to fit the NES, and help with any issues you might have.
Great feedback, thanks!
The curve of the shots is an oddity caused by the max velocity, but they probably should be allowed to go faster. A crosshair is a good idea, as is the idea of a cone-shaped weapon. I considered autoaim, but didn't know how to implement it without it looking weird.
The shield and power were added in the last days so they didn't get much love (due to lack of bytes mostly). As it is, the shield is meant to be a reactive block, used only in desperation. This is counterintuitive since shields in most scifi and video games don't work like that.
The card game was a blast! I enjoyed it a lot. The decisions were typically fairly simple, but it was still engaging. The dungeon exploration is sort of non-existent once you realize everything can be seen on the map (my own game had this problem too), but the movement felt good, and the gray dungeon looked fine.
Like others said, the story went by too quickly, but it seemed very appropriately creepy for the theme. I liked the design of everything, even if they didn't all fit together. The first encounter with something otherworldly in the basement was a thrill.
The rock-paper-scissors combat has potential, but not in it's current state which is just entirely random. Maybe if you only had a limited number of each action, and you could see some hints about what the enemy might do.
The game was very well balanced: mazes, the right amount of difficulty, the right amount of ammo. It was fun learning how to shoot through trees, and tactically withdraw in order to kill the bugs. I enjoyed the graphics and the sounds. A great entry!
A few things I'd like to see added: strafe movement; some additional graphics to make the world feel more intimidating (maybe a green sky so it feels like a radioactive wasteland?); some minor variation in graphics (trees, grass, dirt, stones) to help with navigation; some sounds for the bugs once they're aggro'd. The view angle seems a little off because I was frequently thinking I was further ahead, and would turn too soon.
Thanks for playing, and for the feedback. I had a heal/repair functionality planned, but didn't have time for it. And didn't know how to implement it without spoiling the reveal that you are actually a robot (of sorts). This health is high enough to make the game beatable, but it probably requires two playthroughs -- which is bad design for a jam game.
There are definitely game-breaking graphical glitches in Chrome and Firefox in Windows for me. Another game I played that was made with Construct had the same problem. (If not everyone is seeing them, maybe it's video card dependent?)
That said, the graphics I did see looked really cool. The hand is nice, the fire is gorgeous, and it all fits together nice. The sound is also good. There's some talent here; I hope you can use a different engine for next time.
The sounds were superb! (Did you make them or find them?) I liked how your god and the enemies were all abstract - it added some mystery, uniqueness, and otherworldliness. The atmosphere and graphics were also nice, and the combat was a really interesting mechanic.
Some things that could be improved: More than one texture for the walls to make areas feel more unique. Some kind of health system so you don't lose the first battle you mess up on. (Jam rules require "some basic stats".) Slightly less bobbing when standing still would be nice; I thought I was drunk at first.
I love the homemade-looking drawings (something I also did), and the music, and the refreshing outdoor town environment. Combat was simple but very satisfying due to the sounds and animation.
Yes, I drank all potions and disturbed anything I found. 😊 This is one of the few games that I beat. A really great entry.
Sorry, no way to gain health -- just didn't have time to implement something for that. My last game had healing on every wait, which had the complaint of being too easy. I may have swung too hard the other way.
The tip I can give is that you don't need to kill every monster, so stay out of dead ends on a second run-thru.
Thank you so much for the thorough analysis write-up, and the video. I couldn't hear the sound though?
Your feedback hit a lot of things that I was also concerned about.
- Dying randomly by one hit -- that's definitely no fun. I thought: At least the game is quick to restart.
- Commanding only the leader was an early decision I made in hopes to make it feel more roguelike (and to satisfy a Berlin low value factor). If it was just a 4X, and not a 4XRL, I would definitely have you control any unit.
- The resources don't spawn until the game gets going. I think that means the initial world feels bare, and makes it harder to get started.
I can't reliably reproduce that bug, but I have seen it. Work-around is to stay still for a few turns.Edit: I (think I) fixed this bug in v1.0.2.- Those verbs are totally confusing! I don't know why I insisted in keeping them there.
Thanks again!