Beautiful!
Deathray
Creator of
Recent community posts
I think a lot of the early PLATO games were played in classrooms, so didn't have sound since that would be distracting. The PLATO was also weird in that it used recorded sounds AFAIK, so they could use any kind of sound imaginable... but I wasn't able to find out exactly how it worked, so I didn't think I could accurately replicate it.
This is very faithful both to the atari and mariokart - good job! It's quite fun even if I found that I wasn't too good at it. The poison may fit the theme of side-effect, but it is so painful that it leads me to not want to pick up the bonuses, thereby making that part of the game disappear. Poison should just last 5 seconds or so.
Now that I look at the official jam logo, showing orange text on an old computer, it seems like PLATO and other old computers should be covered. It would be nice to add this to the list on the jam page to make it official.
The PLATO computer system was used for a some of the earliest video games in the 1970's.
https://en.m.wikipedia.org/wiki/PLATO_(computer_system)
PLATO IV seems the most innovative, with 512x512 pixels with a monochrome orange display. While it isn't quite a "console" is it okay to use these limitations for this game jam?
I encourage all games to include "Scrolls" in the name. 😏 https://www.forbes.com/sites/alexknapp/2012/03/16/bethesda-and-mojang-settle-scr...
Another helpful tip: you can style console output --> https://developer.mozilla.org/en-US/docs/Web/API/console#Styling_console_output
It would help to add some more clarity to the rules of the jam to specify whether you're looking for games that specifically align with the specs of the 8-bit console (https://en.wikipedia.org/wiki/Third_generation_of_video_game_consoles). I would think that having a rule that the game must be 256x192 or 256x240 resolution with 16, 25, or 32 colors on screen at any time would help to guide the entries, and actually lead to better games.
I have some questions...
- Does this mean that SVGs are okay since they're just shapes? I wouldn't consider them "images/textures/sprites" but they seems to fall into the category of "image data" ("Loopholes such as storing an image data and recreate them at runtime aren't allowed")
- What about fonts and emojis?
I'm loving this game so far. The ship handles great, graphics are nice, and the QoL things like "F" mode and the map are really helpful.
The problem I'm running into is that I don't know how to reliably earn currency to buy O2, and it doesn't seem possible to just refill the O2 while on the planet. Mining is very slow and earns maybe 60 credits, not enough to refill the O2 that I used during the mining trip. Not sure if I'm missing something (maybe something to add to the tutorial), or mining is just really slow at the start.
Does this rule mean we cannot use libraries like rot.js and rote.js (https://github.com/rocket-boots/rote)?
First of all -- I have never seen a Pico-8 game look so beautiful. The sprites are gorgeous, the animation is really smooth / in all the right places, and the music is really cool. 10/10 for aesthetics. But... yeah -- you made level 2 too hard. The game is a little more puzzley than I normally like, and it feels like there's only 1 right solution to each level. Maybe if the player got a blinkstone for each level, or had a few more tricks they could use, it would be nicer for people like me who don't like to plan too far ahead.
My High score: 0. I'm terrible at this game -- it's more difficult than I usually like -- but I think the concept is really interesting. I wish it was easier at the start so I could get farther into the game to experiment more with different spell wheel configurations. Animation, graphics, and general polish are really great.
Hover tips on each spell power would be a great thing to add; I found myself constantly referencing the list down below and trying to interpret the icons (dagger = damage I assume?).
High score: 0. I'm terrible at this game -- it's more difficult than I usually like -- but I think the concept is really interesting. I wish it was easier at the start so I could get farther into the game to experiment more with different spell wheel configurations. Animation and graphics are really great.
Hover tips on each spell power would be a great thing to add; I found myself constantly referencing the list down below and trying to interpret the icons (dagger = damage I assume?).
This was a lot of fun and very innovative! The physics and controls just felt perfect, and the variety in levels and enemies kept things fun the whole way through. The shadows/line-of-sight graphics looks really slick, I'd love to hear how that's done. I think if there were more dungeons (for longer gameplay), and of course some graphics, this would make for a good commercial game.
The overland map is wonderful, and the character portraits are beautiful. The game does a good job of providing a feel of adventurers in an tabletop rpg traveling around the world. This definitely has the polish of a professional game (probably good for mobile).
A few things I'd like to see added: Highlight the location on the map when you mouse-over the travel buttons (I spent a lot of time going to the wrong place); highlights where there are discovered places of interest (in my playthrough I got lost); some risk/reward decision to the combat (maybe attempt a risky maneuver and combat ends quickly).
Code and link to demo on GitHub: https://github.com/rocket-boots/ur-renderer
- Engine: Working with the code from Underrun
- 3D: JavaScript WebGL
- 2D: Maybe Pickle v2
The instructions seem to make it sounds like the size is determined by Size on disk rather just Size. In Windows (and probably other OS's) this amount can be quite different, so you might want to make this extra clear. My preference is for using the raw Size, since that shouldn't vary between operating systems.
https://www.howtogeek.com/180369/why-is-there-a-big-difference-between-size-and-...