Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Delivers on the Brough-like promise! I don’t have a win yet, but I definitely understand the core mechanics. Tight and sharp.

It’s a little odd that actions don’t consume the CTX queue, so it’s often desirable to get a move on lock and then stop moving as much as possible to not mess it up.

Something about the move select / target keyboard patterns didn’t ever quite get intuitive to me. Not sure why or what to suggest. It’s hard with PICO8 input limits. But I have a hunch something more simple is out there.

Thanks for the feedback! I did consider making actions consume the required symbols in CTX (I mean, it would be more natural if it does) but I felt it needs a much larger CTX to prevent the player from quickly exhausting symbols, which I do not want to have due to screen size limits. But yeah, right now standing still and spamming one powerful action is perhaps overpowered especially in earlier levels when there is less risk of being surrounded.

I think a workable middle ground might be making each action add only one (or more, depending on the exact action) symbol(s) to the CTX. This way you can still spam one action, but only for a few rounds instead of indefinitely. Maybe the new symbol added can itself be of use (imagine an attack that uses a symbol added by moving..).

There is a lot of design potential I did not explore because I started the jam very late. Hopefully I will have time after the rating period to make an updated version.