Thank you for the nice words, and for playing the game!
Claus
Creator of
Recent community posts
pico-8 represent!
This game is so fun! I like how the footstep sound multiply in rooms with many enemies, and how it is possible to just walk around the enemies in certain rooms and puzzle layouts!
Funny, when I started working on my entry, I was considering a similar idea: A quest to seal the demon-infested weapons and armors that the character was wearing.
Yay for a picotron game! Loved it! I really liked all the different items, and the hats were super cute.
One thing - when eating the super apple at the end, it shuffles the items, but not the items that you have, which can result in identical items having different effects, which was a tad confusing.
I loved the setting! It was specially fun to learn that I could push and throw enemies against walls for extra damage, it felt really like a kung-fu movie them!
The only thing that bothered me is that there seemed to be some sort of invisible ranged attack from mook enemies that I couldn’t identify. It would be nice if there was more feedback about what attacks or kills you.
Thank you for all the comments!
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Teleporting to the starting blob: Yeah, having this locked area on the first level was probably a bad idea. Another player mentioned they really wanted to take a picture of the first blob too.
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Monsters not spawning too close to the players’s point. Hm. If the level gen is working correctly, monsters should spawn at least 3 spaces away from the player. However, I did not test the generator too extensively, so the only exit being blocked by a monster could happen.
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Skip turn: Yeah, since the player does not attack, a skip turn is probably not a problem. Maybe I can make it so that wall bumping skip turns…
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Dangerous creatures: I get your point, but I also want to make the player observe the creature’s behavior to learn that. Balance is hard.
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Instance access to binoculars: Would be nice, but it is a bit hard, since pico8 only has two buttons.
Thank you for the message! And yea, the score display is a part that is confusing, and needs to be fixed post-compo.
The rule is that only the BEST score of each creature counts towards the total score. So in the screenshot above, you have three drakes (each worth 180 points = 540), but only one of them counts for the final score.
Instead of showing the total for the photo, I should have showed the total for each creature (and gray out the ones who don’t count). That’s for the next version.
… That said, taking a picture with many on the same monster in the frame should probably give an extra bonus. The scoring rules are something that need to go through some playtesting and balancing.
I’ve played through version 0.1, and I’m back for version 0.2.4!
The addition was really nice! I liked the different branches (lost rover, monolith, Santorini), and the choices to load energy on the rover or on the station, to bring the rover inside the station, the monolith challenge, etc.
Looking forward to the next versions!
Late Reply, but one of the childhood games that always stayed in my memory was “Enduro” for the Atari, a very simple racing game that also has this thing of the color of the sky indicating how close you are to the end of the game.
I’m pretty sure I was unconsciously inspired by that when I made this mechanic for this game too.








