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AgentAPM

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A member registered Jul 01, 2017 · View creator page →

Games

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Well, I don't know PICO-8 very much.

BTW, I wondered why many PICO-8 games look extraordinarily. Does it just happen so that people who are good artists make games in PICO-8 and know the language inside out, or it's just that easy to create eye-catching graphics?

What else I can advise you is to make palette change option not return you to the game. It's pretty annoying to press enter, down arrow and X repeatably.

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Three colors for the whole game, you say?
Kinda like one of my projects for Color Scheme Jam - https://agentapm.itch.io/dino-planet
However I'm gonna have only three colors at once, and they will change between the stages.

It reminds me The End Is Neigh.
Interesting game, however I'm finding two major issues with it.

1. The graphics are quite messy. I often miss what is what. I'd suggested to move all these moving particles into the background and and give them darker color.
2. Is it only me, or there is a serious input lag?

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Yeah. As I think, last days of our castle was the most beautiful of the entries, I think Old Glory was very good gimmick-wise.

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My main concern is, that it's not significant enough. I know, adding items which are counted after being collected is a solid start, however it would be much more useful if it affected warps. For example: A guard won't let you in until you pay him 10 coins.

And as the straydogstrut said, it should be possible to change the values on the fly.

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I've tried this while making the fountain in Old Glory. After all, I used the fact, that warping on a warp doesn't rewarp, but moving into the wall afterwards does. I think it creates a decent effect, however I'd like a notification to appear.
(Besides, I thought I would get more comments below the game...)

What can variables be used to, besides dialogue changing?

For example, how each of the parameters effects the planet's look, and what is the meaning of these maps that appear before the planet does..

(But honestly, it was just an ironic comment)

Cool!

I don't get it.

I wonder why does my entry have only one comment...

Can sprites read variables? For example you go to the cat and he tells you how many cups of tea you've already picked up.

Wow. It's getting serious.

The game looks and sounds really cool, however I find controls quite stiff. Very often I'm trying to pull off an epic combo, but I'm ending by taking few hits. 

Sand castles? Very interesting approach.

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I wonder...
The backgrounds are outstanding, yet you've used default sprites.

How about, if you switch on tile animation, the image is duplicated, so you can just slightly edit it?

I think it kinda is already in the game, but I'd like it to be official.

It would be nice, if you could change order of the tiles, sprites, rooms etc. and give them names. While making a bloadly expanded game, you may'd like to add stuff to previous rooms. I'd love if I could have relevant tiles next to one another, not to be forced to scrool through all of them.

Yeah. It would be fitting if  user could write a music loop in a simple editor, and associate it with a room in a similar fashion as palettes.

It would be cool that if you've placed an exit over an object, talking to this object would activate the dialogue, then change the room (or the other way round).

For example: There is a key on the floor. You step into it, "You got a key" pops up and you're teleported to a duplicate room, but without the key on the floor.

I've already written that. Press X.

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Interesting theory.

When I was making it I was thinking about something like Agent Smith who tries to assasinate you using bodies from the crowd, and when he realizes he's alone, he decides not to hold back anymore.

Your version reminds me those tales, in which villagers are stepping out of the crowd to go kill that dragon.

Perhaps in further versions I'll add more game modes. For example, the one is constantly changing his body.

Thanks. I'll try to submit yet another game, even more into the theme. Unless I'm not allowed.