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Andrew

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A member registered Mar 16, 2020 · View creator page →

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It’s kind of somewhere between the two — I guess 2D more than 3D really.

Essentially, every object spawns somewhere on the screen, and then moves away from the centre at an accelerating pace. Pressing a direction just nudges everything the other way (after which it changes direction because it’s moved relative to the centre). Meanwhile the object has a kind of “z coordinate” that just increases with time and controls how bright/large it’s drawn. It’s all totally fake, nothing has “a position in 3D space”, just a position on the screen and a distance value. Which I suppose is still three dimensions, but not quite the ones you’d expect in a 3D engine.

This is a really clever approach to graphics without assets and it makes a simple game concept feel so much more than it would with basic shapes

This is lovely, good work!

Ooh, that's an interesting idea. It'd make the rope physics more complicated the way I've written it, but it might still be doable.

This is fun! The gameplay works well and the aesthetic is on point. Took me a while to work out the rhythm mechanic, but that's the only issue I hit

Yeah, the platforming movement itself is pretty basic — if I turn it into a real game I'll rewrite that from scratch. That said, I think it's tuning all the variables that's the issue for me, not the code. Need more time in Platforming Toolkit I guess 🙃

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Thanks!

I figured out too late to do anything about it I think she loses horizontal momentum in the air — not sure if that's what felt off for you but that'd be the first thing I'd change.

There's also reduced gravity when you're holding jump which I guess alters her weight. 

This took me a couple of goes to get to grips with, but that's the nature of jam games — it's really hard to make a good tutorial when the game mechanics aren't locked in until the last possible minute. Also part of it was getting confused by click-to-shoot without point-to-aim. But it was fun once I got into it though, and the presentation is really nice. I like how the gameplay suddenly switches from "avoid getting hit" mode to "get back to the elevator right now" mode without any actual mechanical changes.

I had fun with this! It's very reminiscent of the "mega mushroom" thing from Mario but it's good and satisfying to grow — the music and alternate sound effects really sell it. The downside really is just the waiting around while flies spawn in the sky or below the floor and that should be an easy post-jam tidy up.

Ah! Oh, that's interesting, I will take a look at that. Thanks!

this is going to blow your mind but did you try pressing enter on the keyboard again

excuse me what, there's absolutely a game

could be you missed the "press start to begin" text in the description though, i had that on the title screen then it got lost in a redesign and i can't put it back because the uploads are locked during ratings?

This is a lovely game — it gets hard fast and it took me a while to work out what the die in the bottom left was for, but it's a really good idea very neatly executed 🙂

This is a lovely concept and the level design is good. It's not really clear enough what objects are which but that's an easy fix.

I think if I expand on this in the future I want to try having more modules but they're easier to lose. Maybe taking a hit to one damages the ones next to it and then you lose them? There's a mechanic where losing a module detaches everything that was only attached through that module so if they vanished after 20s that would be a nightmare..... unless.... maybe it could only be for the outermost ones, so there's a motivation to keep grabbing pointless ones just to protect your good ones? That might work? IDK

yeah, it's a genre that really needs a lot of assets and elements to stay interesting for long but that doesn't lend itself to a jam. thinking of making a 'full' version in the future though

This is a lovely game. Got a bit stuck because I hadn't worked out I could jump (because I didn't read the blurb) but it really uses the mechanic well and the way each level made me use it in a totally different way was very nice.

The font is the default (and indeed only) one with Pico-8 but yeah, P8 is perfect for this kind of look and feel, even the 1:1 aspect ratio has an arcade feel to it. Can't believe I nearly made this full resolution.  🤦

 Yeah, that's about where I stand on it too — it's pretty fun if the luck works out right but I just didn't have time to balance it properly. Maybe one day I'll make a "full" game of it.

this is very neat

Oh, no, they're super unhelpful. Usually if you can't jump it's because the collisions are super strict to keep all those objects from glitching out. Could be fixed, of course, but not by me in a weekend on Pico8.

Thanks! I'm pretty pleased with the level design — left to my own devices I'd have kept adding block types and mechanics but the PICO-8 completely ran out of clock cycles so it forced me to actually make some content instead and I'm really glad it did.  🙂

I might expand it one day, there's a fair bit I'd like to fix up —  I had grand plans for letting you bounce blocks around on your head, for example, which would have helped with the "getting stuck under things" problem and opened up some new possibilities, but there was no way it was happening on a PICO-8 in two days.