PixelFighterZ by Rothens
PixelFighterZ - A game about the life of the pixels.
For those who want to play right away: Controls:
WASD - Movement
Directional keys - Shooting
R - Restart
ESC - Exit
Goal: Eat the purple ones, avoid/shoot the red ones. Reach the maximum level.
The story:
You are a newborn pixel on a 1024x768 screen. You find some tasty purple pixels around you. You start to consume them. Then a nasty red pixel starts following you. That's not cool. You start to flee, but soon, more red pixels joins the hunt... ahh... you just lost them... Eat more purple... OOOH! What's this?! You just grown to be a two pixel object! Whoohoo! Nothing can stop yo... wait... there are bigger red objects too!! NOOO!!! But if you manage to reach the maximum level, you'll rule the whole screen!
---------------
Sorry, I didn't managed to make a menu, or music/sounds :) I also wanted to include more enemy types (dead pixels, stuck pixels, etc... but I didn't have the time). Anyway, I loved this compo. Not the best game I made so far, but the game that almost looks like I planned.. I also didn't have to do the artwork all the time (the game has only two textures, the 'pixel' and the little locator GUI on the topleft corner.. noo fancy "towers" made in around 1 hour, like the last time :D) Now I have to sleep, tomorrow I have to get up early :) Anyway, I hope that everyone enjoyed the event ^^
--------------
Post-Jam Updates (so far)
- Added sound effects :D
- Fixed camera movement
- Faded the trail a bit
- Fixed XP bar for showing the correct values
- Recolored both bars, and draw a text on them for easier recognition
- Swapped the two bars
For those who want to play right away: Controls:
WASD - Movement
Directional keys - Shooting
R - Restart
ESC - Exit
Goal: Eat the purple ones, avoid/shoot the red ones. Reach the maximum level.
The story:
You are a newborn pixel on a 1024x768 screen. You find some tasty purple pixels around you. You start to consume them. Then a nasty red pixel starts following you. That's not cool. You start to flee, but soon, more red pixels joins the hunt... ahh... you just lost them... Eat more purple... OOOH! What's this?! You just grown to be a two pixel object! Whoohoo! Nothing can stop yo... wait... there are bigger red objects too!! NOOO!!! But if you manage to reach the maximum level, you'll rule the whole screen!
---------------
Sorry, I didn't managed to make a menu, or music/sounds :) I also wanted to include more enemy types (dead pixels, stuck pixels, etc... but I didn't have the time). Anyway, I loved this compo. Not the best game I made so far, but the game that almost looks like I planned.. I also didn't have to do the artwork all the time (the game has only two textures, the 'pixel' and the little locator GUI on the topleft corner.. noo fancy "towers" made in around 1 hour, like the last time :D) Now I have to sleep, tomorrow I have to get up early :) Anyway, I hope that everyone enjoyed the event ^^
--------------
Post-Jam Updates (so far)
- Added sound effects :D
- Fixed camera movement
- Faded the trail a bit
- Fixed XP bar for showing the correct values
- Recolored both bars, and draw a text on them for easier recognition
- Swapped the two bars
Ratings
| Coolness | 81% | 2 |
| Overall(Jam) | 2.66 | 914 |
| Fun(Jam) | 2.60 | 831 |
| Graphics(Jam) | 2.70 | 763 |
| Humor(Jam) | 2.14 | 724 |
| Innovation(Jam) | 2.64 | 748 |
| Mood(Jam) | 2.48 | 853 |
| Theme(Jam) | 3.20 | 784 |
Felt like the red pixels should have been a bit more dangerous. The big ones were hard to avoid, though.
The only other issue I see is that it takes a lot of purple pixels to upgrade, and the red pixels aren't all that harmful (note: played the original version, not the post-jam build).
@rottenmage: yeah, I'm thinking about other variations. When I made the game I also thought about putting some mini games for each stage.. But I ran out of time.. I'll look into adding these into the post-jam version in the weekend
Oh, and thank you for all your responses :)
Movement is sticky and shakes the camera. Player, enemies, and bullets are hard to differentiate. Contrails and gradient tiles are too visually loud and make the game hard to understand.
As you noted it could have benefited from sound and a menu ;)
What do you recommend on more easier recognization than just different colors? If I draw something different on them, that'll undermine the whole 'pixel' concept :(
Could by a little faster for me.
Well made!
But i really like the interpretation of the theme. It was interesting to go the the border of the world to see what's there :)
@v01pe: I had an idea to put a display border there, but finally I left that out. I hope that doesn't worsen the experience. :D