Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

StarPiece Pico8View game page

A mini metroidvania using fightstick inputs for pico8.
Submitted by BuddyBoyBueno (@BuddyBoyBueno) — 17 days, 5 hours before the deadline
Add to collection

Play game

StarPiece Pico8's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#43.6673.667
Visuals#54.1674.167
Overall#63.5673.567
Execution#63.5003.500
Metroidvania#83.5003.500
Audio#133.0003.000

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team/Developer
BuddyBoyBueno

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

I love this game.

Developer(+1)

Ey, glad you liked it!

Submitted

It's really nice for your game to be this different from the other games , the dash mechanic is a little hard to use like why not use a single key for it , but I like how the world is big and only can see a little piece of it at the time , the art is cool , pixel art always won !! The music is a little noisy but work with the whole game vibes , Good Game ...

Developer

TI was attempting to use fightstick controls in a platforming game, so a lot of the inputs are quite challenging as a result. I wanted to avoid using single input controls to stick to the theme of using fightstick inputs for all the powerups. When making this I could barely do any of the inputs at first. The inputs do ask a lot of the player but once you get a hang of them they feel pretty rewarding. Mind you the game is very small so I feel like there is not enough time for the player to get used to them before they face even harder platforming challenges. 

Submitted

The game is very well polished, i loved the art, sound effects and background music. The level design is nice and the abilities were meaningful and added to exploration quite a lot. I finished the game with 39 deaths. I like the idea of challenging the player with the controls, and I did found it very rewarding when I successfully passed a difficult room. But I did find myself raging when having to use double jump; it's just not intuitive. I think changing double jump to "up forward X" instead of "down forward X" would already make it so much better. Also, I found the charging ability that shoots you back a bit kinda peculiar. Most of the times it triggered were when I just finished a sequence and accidentally held the X button for too long, knocking me back to my death. I'd say increasing the charging timer would give more breathing room and help avoid these accidental knockbacks while still pushing the player to actually get better, but that's my own opinion. I really dig all the player and red orb animations and the challenge added to the game with just platforming elements. It helps a lot that you respawn at the door you entered the room from, makes retrying easier. All in all, amazing work! Keep it up!

Developer

You're the secound person to recommend changing the inputs for double jump so I feel its probably a good idea to make that change in a future update. Luckily I have all the code for that commented out so it will be a quick fix. The charge power up is a bit of a remnant from when I had enemies planned, that was going to be your attack and you could also use it for platforming/sequence breaks. Adding a longer charge time sounds like a good idea, I had it set so that the charge time was the same as the time it takes to double jump, allowing the player to get an extended jump if they charged it while double jumping. I never considered that it may lead to annoyance with it procing unexpectedly, I will try to adjust it to make it more consistent/purposeful,  thanks for all the feed back.

Submitted(+1)

This game is very enjoyable and well polished. The controls are very hard to execute, intentional or not. I also found a soft-lock near the end after collecting all the blue orbs. If you back track into one of the rooms and die at a certain timing, you will continually respawn inside the hitbox of one of the red orbs and dying.

Developer

Thanks, glad you enjoyed it. It took me quite awhile to get adequate with the controls, I never played a game before that uses fight stick controls for platforming so it is quite a steep learning curve.  I will have to look into that soft lock. I kind of knew there was potential for one, but I thought I got rid of them all. 

Submitted

Excellent work! Working with a limited color palette is a significant challenge, so congratulations are in order. The game is very enjoyable, and I like it a lot! However, the control for dashing is somewhat difficult, as it requires numerous inputs in a short period of time, perhaps just "->->" would suffice. Additionally, I am uncertain whether this game falls into the metroidvania or platform category.

Developer(+1)

Thanks, the pico8 palette is pretty fun to work with. Platformer may be the best genre it fits in. I wasn't able to fit enemy AI into the game so I had to scrap any combat. However I did try to stay true to the open world exploration and progressive powerups. Thanks for the feedback.