I guess I fall into the same category as you, when someone comments or replies to my comment I have this feeling that bugs me if I don't reply back, I am sorry for making this too long, and thank you.
Hrodd
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Well the initial idea is really good, but implementation could be better, except the inexistence of gamefeel, there are some balancing issues, enemies are too fast, and I guess they put player into invulnerability state when damaged, altho this is not enough on too many levels, since enemies are melee oriented you had to add a little bit kickback when player gets damage, this fixes player being damaged too many times repetitively without a chance to avoid, and adds a little bit gamefeel.
well I say next time give pico-8 and lua a chance, the use cases of lua is increasing day by day, I see it as a coding language that is so beneficial to learn, it can be more than just being the coding language of roblox, if you have got into modding games like project zomboid or payday 2, you will see a lot of .lua files in there. and some big games use lua not to make the whole game but to create some aspects of it, and games made with lua are increasing on numbers, balatro is a great one that is also made with LÖVE, I guess I am getting too hyper fixated here, sorry if I gave a headache, and thank you.
Oh and about LÖVE it is a framework for making games (like pygame, or Monogame), you can think of frameworks as game engines but more barebones, they don't have helper tools, like tile editor, or other benefits of using a game engine, but they give more control in my opinion, there is nothing like writing your own collision system, they look more complicated at first but using pico-8 is pretty similar to using a framework, I just loved it more than using an engine, I got out of control again, ok I stop for real now.
well making a game on pico-8 is almost like making a prototype for a game idea you have, and making a game on pico-8 is relatively faster than other game engines or frameworks, and after testing it myself, I see as the best way to make a game for a game jam.
And for the remakes, yea there is no popular games from pico-8 but their remakes are, like celeste they have made it on pico-8 first but the reason was they have originally made first celeste for a game jam, and after that they remade the jam on a framework, I don't remember which but it was a framework and not an engine.
But I recommend and prefer pico-8 for 2d jam games, because making a game on it is pretty fast, and it teaches lua one way or another, which is a great language, now I am working on LÖVE (a framework for lua to make games) for the remake of this game, I really like the idea I came up for this game that is the reason I want to make remake of it, if that goes good I may announce it on discord server of the jam, and upload a playable demo on itch.
And btw, gamemaker is not that bad, the only limitation of the free version is commercial use, which is not good if you start game developing with 0$ and plan to sell your game, but if I were time travel to start of this jam with the experience I now have, I would still make the BigHandsWizard on pico-8 first, since jam had a long time limit, maybe I would think about making it on LÖVE, but I love and appreciate my time on pico-8, I wouldn't be able to make this game for this game jam, if I never knew about pico-8.
I guess this goes into the genre called true rougelike ig (the games that are really similar to original Rouge), I am kinda not experienced on this genre, and they look confusing to me, but ascii type of graphics are really good, I have liked this pretty much, even tho I think I am not eligible to rate a game in this genre, this looked solid to me so I rated it on a scale I think it would be fair an generous.
Well me landing on pico-8 is quite a journey, I joined this jam at the beginning 25th december and I was attempting to make a platformer shooter on Gamemaker but got frustrated and dropped, after that I tried to make a topdown shooter still on Gamemaker, and while working on it there were times I couldnt work and got frustrated again and dropped that off too.
At that point I was thinking of giving up, and I was watching some videos (I guess it was Juniper Dev's make tiny games video) and I heard about pico-8, I knew me getting frustrated earlier was due to my scope being too big, and after learning more about pico-8, I heard it is good for people which give up and get frustrated because of starting with a big scope, so I decided to go on with pico-8.
After making a quick flappy bird clone as a warm up, I thought I should continue with pico-8 and try to make a game for the jam on it, and at january 5th, 5 days before the deadline, I started working on BigHandsWizard, and it was a really good experience to work with pico-8.
Well me landing on pico-8 is quite a journey, I joined this jam at the beginning 25th december and I was attempting to make a platformer shooter on Gamemaker but got frustrated and dropped, after that I tried to make a topdown shooter still on Gamemaker, and while working on it there were times I couldnt work and got frustrated again and dropped that off too.
At that point I was thinking of giving up, and I was watching some videos (I guess it was Juniper Dev's make tiny games video) and I heard about pico-8, I knew me getting frustrated earlier was due to my scope being too big, and after learning more about pico-8, I heard it is good for people which give up and get frustrated because of starting with a big scope, so I decided to go on with pico-8.
After making a quick flappy bird clone as a warm up, I thought I should continue with pico-8 and try to make a game for the jam on it, and at january 5th, 5 days before the deadline, I started working on BigHandsWizard, and it was a really good experience to work with pico-8.
it is a really good game, the platformer mechanics are really well made, I remember when I used to bang my head on the wall when I was trying to make a platformer game xd, there is a reason the game I submitted is not a platformer even tho at first I wanted to make a platformer-shooter, I still get the ptsd of me trying to make a wall climb/jump mechanic xd, so respect to the one who made the mechanics of the game! And it is kinda unique to see someone who didn't implement the randomness to the mechanics but to the game design itself, well made!
I don't want to repeat what everyone mentioned about the level 4, but it is still annoying.
Thank you for your compliments! In my opinion most of the downsides of the game is caused by me starting making this game when there were 5 days left to deadline, so I couldn't get that much playtest, and couldn't make the tweaks and little fixes I had to do in time, my only playtester was one friend of mine which had a laptop with broken fans (he kinda risked burning alive to playtest the game xd), and he wasn't able to play the game that much.
And for the health I wanted to go for a different way of making ui, so what I made was adding the green ring that closes in according to how low your health is, and same goes for the mana, it is represented by the rings around the hands of the wizard.
It would have been better for the game to introduce the ui and the element cycling in a tutorial, so player would understand the ui and the core mechanic of the game a little bit better.
At the end we get into game jams for the experiences and the challenges right? People learn the stuff they experience better than the stuff they watch/read, now for sure I know that if I am gonna make a game with radical ui designs like this, I have to also make sure the player understands it fully whether by a tutorial or something else.
For now I am planning to remake this game in LÖVE, with using the player feedback from this version of the game to not repeat the mistakes, maybe I will announce it on the jam's discord server when I make a playable demo of the remake.
Once more, thank you for your compliments and feedback!
This is really cool, altho there could be improvements like some actual threats that would make you swap polarity, or the collision with the limits of the gameplay window, it is not that good to be able go out of the screen where you don't see the player, but the soundtrack and it being going faster when you get hit is really cool, great game so far tho!
I think this one has one of the most complete and polished gameplay mechanics out of all the games in the jam, the Art is not that consistent but it doesn't matter that much unless it affects the gameplay in a bad way, which most of the time it doesn't, but this gameplay deserves way better art, so far great game!
Very fun game, the main game loop is really good, but sometime the music is getting bugged but that doesnt affect it that much, I would like the game to be a little bit more challenging, like if it was a little bit more difficult it would be more fun, altho it is still fun, and like challenging gameplay is not for everyone right? I am just enjoying challenging games more.
Thank you! I know the clarity is kind of a problem for my game, my best guess is that background is too cluttered to see other stuff, but at the point I have added other aspects of the game like enemies, enemy bullets, and health pickups, I had so less time to rework the background, so I had to keep it that way.
the idea is really unique, I like that very much, and the game is actually challenging, the idea of letting players see the hitbox is a nice touch and really helping, and I guess player gets slower when seeing the hitbox, which makes this a good ability with a fitting cost of sacrificing movement speed, altho one thing about the game I would like to touch on is the hitbox location, normally in topdown 2d games the hitbox is at the feet of the character, and it is what is natural for topdown games, but for art aspect it looks cool at the chest of the player, but I wanted to mention that one thing that was weird to me, overall the game is quite fun and good, music is really good too.
No problems, I knew instructions stage is not a good place to explain this mechanic of the game, I get it people tend to skip the part that mentions the controls, I would like to add a tutorial to explain this mechanic, which would make this aspect of the game more clear, but there was so less to do with this limited time :/.
Thank you for your feedback! As I started making this game at 5th of this month, I had less time than given, I was unable to do some fine tuning to those aspects you mention, I did my best to indicate when an enemy attacks with vfx and sfx, but that wasn't enough as it seems like. I wanted it to turn into a bullet hell as the waves go up, and player has to position carefully to avoid attacks most of the time (except the bone enemies which are always going near player, so you have to dodge them but else is up to positioning), I mostly want the game to be a little bit challenging but not unclear, and for the changing powers aspect, it was explained in the instruction stage which also mentions controls, but the lore of changing powers did not made into the game due to limited time, if I could, I would like to add lore to that but I couldn't.
I love this so much, this game's atmosphere feels like the old times in creepy beta minecraft versions back when we used to think herobrine was real, and a little bit silent hill vibes, absolutely one of my favorites from this jam, I love the random map generation, a nice way to implement randomness, altho the map generation has flaws (like sometimes doors spawning at places that they should not), but its expected for a random map generation to have problems, but skipping those, the atmosphere and art is very beautiful, feels creepy in a good way.

