Nothing however can beat the Sanky series.
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I even wanted to record the ending of the game, but due to some difficulties I have just a photo.
Gameplay is almost non-existent, but graphics are pretty nice.
I look forward to see more of yours.
Amazing game. I love the mirror and digging out of the cell. However I see a problem with "I'm your father, the King". I doesn't sound very natural for me. Also, the Human Feast scene looks a bit flat, compared to the rest of the grahics.
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?
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?
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.
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...)
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.
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.
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.