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I've messed with Pico-8 a little before now (practically got it a week before the Jam was announced), but despite some messing around this was my first time seriously trying to make an original game from scratch with it. Honestly didn't prep as much as I'd liked, and I'd practically written-off participating in this.
But. The theme was interesting, I had a few ideas, and I figured why not give it a go?
Somehow managed to focus well on the core - very tempting to want to add things like item drops, upgrades, a boss fight and so, but honestly bugfixing took up way more time than I ever mentally allocated. And oh jeez so many bugs ^^;
It's almost hillarious how badly things can go wrong~

I think one of the hardest, almost counter-intuitive things I found, was knowing your code is bad but having to generaly leave it as is: if it works, don't fix it, there isn't time. Does mean the source is painful to look at, much less decypher; honestly I'd describe it as brute-forcing the result, even if it does at least work.
Albeit it was worth redoing one of the bullet vectors at least; hyper-velocity projectiles are no joke!

Overall, I definitely didn't allocate my time as well as I could but...
Hey, I made something, I had a lot of fun doing it. Honestly, I'm actually fairly proud of what I achieved in the time frame with my ability (which is a rarity I have to say~)

Just wish I'd added a title screen.
Ah well... best not mess up something that works at the very end after all~!