You are a wizard and slimes are chasing you. On a watchface.
You are all very small.
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Works on Fitbit Sense, Fitbit Versa 3, or Fitbit OS Emulator (instructions below)
__NEW__ HTML5 port exists now for desktop browsers AND mobile browsers! On Android, tilt controls work on Chrome and DuckDuckGo but not Firefox If you try it on iOS, please let me know if it works, thanks! If you only play on desktop, please watch the video above to see tilt control in action.
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Controls:
- TILT mode: Hold your watch parallel to the ground and tilt it in different directions to guide your wizard. - TANK mode: Click (do not hold) the left and right buttons on the bottom to turn to the left and to the right. - Only TANK mode will work on emulator. - "TILT/TANK" button (upper right) toggles control modes on device.
- Collect chests to stun slimes. Chests spawn every 10 seconds.
- "START" starts a game and becomes the "PAUSE/UNPAUSE" button, which pauses and unpauses the game.
I would like to thank everyone except the Fitbit Emulator's Math.random() implementation.
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Versions:
0.1 - In before the deadline but with chests disabled to stop the game from crashing.
0.2 - Fixed the crash and enabled chests. - Also I fixed z ordering because that was bothering me. - Added a falling over animation to stun to make it clearer.
0.3 - Removed the falling over animation because it sometimes just made the sprites disappear instead. :(
0.5 (current) - Major bug fix: the code intended to keep your screen on slightly longer was keeping it on indefinitely, sorry. - Misc minor bug fixes. - Optimization so it runs smoother. - Windows named this filename(5).fba so I accidentally skipped a version number when uploading it to Fitbit Gallery
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HTML ports:
0.5.1 - Only works on desktop, not mobile. - z ordering is broken again :(
0.5.2 - Keyboard support: AD (of WASD fame) and left/right arrow keys click the left and right buttons for tank control. - Resized the checkmark in the checkmark button. - Some info divs outside the game screen. - Also I fixed z ordering because that was bothering me.
0.5.3 (current) - Support for tilt controls on mobile browsers.
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Known issues and silly mistakes: - Needs more visual indication of what happens when you hit a chest and enemies get stunned - Needs better indication that emulator can't do tilt mode especially since I'm pointing people to the emulator now - ~~Movement updates are based on time passed per tick EXCEPT max turning speed, which is per tick count and thus slower on device.~~ Fixed in 0.5 - I really wanted to add enemy to enemy collision but it's laggy as is so maybe I shouldn't. - Also the sprites all face right even when running left. Fitbit won't scale by negative numbers ~~and I probably won't make time to find a workaround~~. *I have found a solution to the animation issue, but I'll wait for scoring to end to add this feature, probably.* - The chest count icon in the top left is how many chests are available, not how many you've collected. It should probably be replaced by arrows telling you which direction they spawned it so you don't have to look so hard.
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Fitbit Gallery Installation Instructions:
- Open the gallery link below on the phone where you have your Fitbit app paired to your watch - If it opens in a browser, click the "open in app" link - Click "install" - It should show a progress bar and then an "uninstall" button - If it briefly flashes a little red dot and then says "install" again, get frustrated and come back in like 5 minutes. I don't know what causes this
Fitbit Emulator (or Sideload) Instructions:
- *Helpful screenshots in the comments* - Go to https://studio.fitbit.com/sideload - Create a free account - From the Select Device menu at the top, select "Download Fitbit OS Emulator" (Should be version 0.9.4) - Install it and start it up - Select the emulator (or a fitbit with debug bridge on, but you, I see you, you know what you're doing) - In the emulator, go to the settings page and set device to "Sense" - Go back to Fitbit Studio, and under "Select Device", select the emulator. - Download the .fba file from Google Drive - Drag and drop the .fba file in Fitbit Studio and hit the "sideload" button at the top to install it - Switch back to the emulator
Incredibly creative idea! I might download the emulator later and check it out, but loved the video. Absolutely nailed the theme, and as others are saying I haven't seen anything like this in this jam (Or any others I've participated in). The graphics were cute as well, really impressive.
Probably the most unique setup for a game I've seen at least use wise since this is the first time I'm seeing a game that someone put on a fitbit. Was pretty cool to try, unfortunately I didn't actually have a fitbit, so that was unfortunate, but playing it with tank controls was still interesting to see. Especially considering the limitations I assume it was made under.
I will say though I didn't really see the theme in the gameplay consistently, I do understand it, but the problem currently is that the mobs get very quickly outpaced and I honestly didn't see them for most of the minute. Maybe if the chests were a scoring system as well as a stun that could work ? That way the goal isn't just to survive it's also to get the chests. (I'm assuming that's possible?)
That and maybe a timer to show how long till the next chest and or a arrow pointing to a the closest chest. That way you can get to the chests, assuming they're also a reward, and you know when they've spawned. Obviously, that's a little.. crowded though so probably not.
Overall though a very unique experience that I was not expecting to see. Seeing someone make a game for a fitbit is definitely a first for me.
awesome little watch game! The fact you made an enticing and fun game with the limitations of a watch is deeply applaudable. I couldnt see myself playing this long term, but as a neat little distraction to kill a minute on your watch, its perfect! Also love the graphics so much
@phoenixofforce :) I was tempted to add a small buzzing noise and tiny little screenshake when you hit buttons on the port to replicate the fitbit's vibration button feedback. I know it's capable of some sound, but I've only seen it used by the voice assistant app to read back my alarms softly. Even the meditation app that comes installed tells you to listen to synched audio from your phone for guided meditation. I assume it just absolutely eats up battery life.
I took some screenshots of the emulator sideload process but didn't want to make the instructions above too busy, so I'm putting them in the comments. Sorry for how unhinged my arrows look.
Absolutely incredible you made a lil timewaster on a FITBIT. The game is rather simple, but given you have approximately the processing power of a fitbit, that's very fair. I really appreciated the super tight hitboxes, close escapes felt great!
Awesome Game. Enjoyed the overall concept and gameplay. really enjoyed the 10 seconds factor you implemented in the game. A little more work from the SFX sides would have done wonder. But still a great job keep it up. Please do check out my submission as well.
Very cool to do a watch game for a jam! I love it! I don't have a smart watch but I played on the HTML5 emulator. I liked the cute art. I liked going after the chests. I was trying to imagine how it would feel to tilt so I turned my head and left right everytime I clicked left and right to try and simulate the feel but I'm sure it wasn't the same ;) Regardless - grats and double grats for trying an experimental platform!
@broodjethomaat Yeah, they spawn off screen a bit and there's less than a 25% chance you'll see them if you keep running, so you usually have to circle back to look for them, and the game doesn't tell you that. I need to add a chest location indicator or change spawning behavior. Thanks for the feedback!
Top marks for innovation, and thanks for adding the web port! The idea of making a gamejam entry for smart watches is most excellent. The gameplay is simple and clean, and I think is an excellent proof of concept. Well done!
I played it on the web version. I found it very easy it win. Not sure how it would play on an actual watch, so out of fairness I will refrain from rating you on this category.
The implementation of the theme exists, but I had to read your jam page to even notice. The slimes are slower than the player, so they're only ever dangerous if they approach from a rather smal cone in front of the player. I never felt the need to use the chests, since manoeuvring to them also resulted in me evading the slimes.
@steffo Interesting. My code is a subset of that, so maybe it's just Firefox returning weirdly scaled numbers or something. Gonna investigate and I'll let you know if I figure it out.
@steffo I have figured it out and it is *incredibly unsatisfying*. itch.io has this mechanism for asking browsers what's allowed using its own keywords, and most browsers ignore it, and Firefox is like "I don't know what any of these words mean, so no." If I put the sensor-js on itch.io, it doesn't work either, with the same error message: Feature Policy: Skipping unsupported feature name “gyroscope”. (There's also the warning that "Use of the orientation sensor is deprecated.", but apparently Firefox has been saying that since 2017 because it has been expecting W3C to write new specifications.) I don't think I'm going to find new hosting at this point, I'm just going to point people to Chrome for now. Thank you so much for letting me know!
Playing watch wizard on my android phone is pretty great, the controls aren't super responsive but it's making me contort my phone at weird angles which is really fun
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I'll check it out later
Major major props for this though. It's very cool and I might check it out on the emulator in a bit!
Unfortunately I can't play beacause I do not have one... But the game seems to be really fun.
Well done !
- It really needs a direction arrow at the character pointing in the movement direction
- Could use some indicators of incomming enemies
Still was a quick and fun jorney. Keep up the good work.
I will say though I didn't really see the theme in the gameplay consistently, I do understand it, but the problem currently is that the mobs get very quickly outpaced and I honestly didn't see them for most of the minute. Maybe if the chests were a scoring system as well as a stun that could work ? That way the goal isn't just to survive it's also to get the chests. (I'm assuming that's possible?)
That and maybe a timer to show how long till the next chest and or a arrow pointing to a the closest chest. That way you can get to the chests, assuming they're also a reward, and you know when they've spawned. Obviously, that's a little.. crowded though so probably not.
Overall though a very unique experience that I was not expecting to see. Seeing someone make a game for a fitbit is definitely a first for me.
really cool, will try to make one of my friends over at fitbit get this running on a real device some time haha
I don't have a smart watch but I played on the HTML5 emulator.
I liked the cute art. I liked going after the chests. I was trying to imagine how it would feel to tilt so I turned my head and left right everytime I clicked left and right to try and simulate the feel but I'm sure it wasn't the same ;) Regardless - grats and double grats for trying an experimental platform!
nice little game ;)
Very unique idea, making a watch game!
Tilt controls didn't work on my Android phone on Firefox :(
The implementation of the theme exists, but I had to read your jam page to even notice. The slimes are slower than the player, so they're only ever dangerous if they approach from a rather smal cone in front of the player. I never felt the need to use the chests, since manoeuvring to them also resulted in me evading the slimes.
If you have a moment (no pressure), does this demo work for you? https://sensor-js.xyz/demo.html I'll give firefox a look after work.