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Thanks for checking this out! This will require either a Playdate you can sideload the .pdx to or a Playdate account you can access the Pulp editor with to upload the .json. (These are the same game, I just didn't realize the .json had to be added separately to support Pulp import, hence the timestamp difference.)

I started Friday afternoon and finished Sunday just before midnight my time. Learning to adapt to the constraints of Pulp in real time while still creating a challenging, engaging experience was a lot of fun for me. The game is playable and beatable (find the scepter on the 10th level), with 20 random screens you'll warp between so each run is unique. I wish I had time to add additional monster and weapon types, but alas ... start late, cut fast. Will get a post-jam debrief up on the blog for other folks interested in Pulp scripting.

Enjoy!