Hit a Bit
A downloadable game for Windows
This game was developed in 24h during a game jam; none of us knew each other but we managed to cooperate and deliver this game by working all together.
ABOUT THE GAME:
A clash of styles! Blast your enemy's 8 bit ass as the Vectoria Mage or slash up the silly hi-quality mage as the Retrograd Knight!
GAME RULES:
- Each character belongs to a specific realm: the realm of Vectoria (high-res and clean textures) on the left, with the Mage as its herald, and the City of Retrograd on the right, with its low-res blocky graphics and its champion, the Knight.
- The objective is to defeat the enemy realm by beating up its champion, this is shown as one realm taking over the background over the other.
CONTROLS:
Player 1 | Player 2 | |
Left/Right | A/D | Arrows Left/Right |
Jump | W | Arrow UP |
Dash | S +A/D | Arrow DOWN + LEFT/RIGHT |
Light Attack | Q | PG UP |
Strong Attack | E | PG DOWN |
PS: This game can also be played with a gamepad.
PPS: Use the mouse to interact with the main menu.
TIPS:
-Do not blindly close in the enemy or you might lose really fast.
CREDITS:
- Mattia Soffiati
- Simona Correale
- Carmen Baffuto
- Alessandro Mazza
- Marino Di Lauro
- Roberto Antoniello
- Gianfranco Damato
- Alessandro Internicola
SPECIAL THANKS TO:
- Carmelo Ventimiglia, Samuele Padalino and GDG Catania for setting up the MasterGame Jam and for their advices and support.
- All the random people that playtested our game at Campus Party IT2.
- Marco Giammetti for his tips about game development.
Download
Download
Hit a Bit v0.5.rar 14 MB
Install instructions
Download the archive, unzip it and run the file named Build.exe .
Comments
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After a quick playtest of the game, here are my two cents about what the game did well and what could have been improved (both within the scope of the 24 hour game jam and outside it).
The concept
I must admit I like the concept of the game: the idea of two graphic styles fighting to conquer the field is pretty nice. The game is also what's most likely my favourite genre ever , platform fighters, so I'm kind of biased towards it.
Either way, the game supplies two characters with really basic movements and two simple attacks (one is quick but weak while the other is slow but strong). As far as the attacks are concerned, I've only got praises for it: even though there's not much versatility with only two attacks, that still managed to characterize and differentiate the two playstyles.
The gameplay
One of my biggest problems with the game, though, is the movement: it seems that the out-of-the-box physics engine was used, with regular forces used for movement. While using unity's physics was definitely a good choice for such a small time window, I think that a little more focus on movement (making it snappier) would have made for a much better game (since movement is the basics for a platform fighter). Techinicalities incoming: it could have been a wise choice to manually change the Rigidbody2D.velocity vector for side movement (or, if you wanted to stick with forces, greatly increase them and use linear drag to limit max speed, tinkering with gravity if needed for vertical speeds).
I get that dashes are implemented to solve the problem of slow side movement, but either way they feel a bit too exaggerated (speed-wisely) to me. Also it feels kinda awkward performing them with the down button rather than double press of the direction you want to move into.
The user experience
Luckily Unity lets the user re-map input buttons, but I'm kind of iffy on the default choices. Either way, that's not too big a problem IF the user is used to Unity's player.
As far as the menu is concerned, it's a bit painful not being able to navigate it with buttons (since joypads are supported, too, although I did not test them). Not a big problem, either way.
Also, the post-win screen is a concept I like (and I also have implemented similar ones in my games) that lets you play around after winning, but, unless I missed it, there's no way to manually end it and have to wait a pretty long time just to move on. I think that a "press BUTTON to continue" would have been a reasonable addition within the time limits of building the game.
The in-game UI is really cute and intuitive, nice!
Small technicalities
These may seem like serious rants, but they are just small things I noticed that rubbed me the wrong way, nothing deal-breaking:
Overall
The game is definitely enjoyable and a great achievement for a group of beginners attempting their first ever game jam. Some points could have been fixed in the same time window, but it's easy to miss them when cramming through the development of a game.
I hope that everyone involved had fun with the project and will want to get better at it: I'm looking forward to see another project (perhaps at CPIT3?).