it even says at the beginning: Falling Everything engine. It is a custom engine built just for this game, check out Petri's presentation on YouTuybe: Exploring the Tech and Design of Noita it is quiet good.
donbattery
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I have been thinking about a game like Worms, with terrain destruction. The terrain would be kept on the sprite sheet and would be drawn with the sspr function. I can check for collision with the get_spr_px function, but I cannot make changes to the terrain, because there is no set_spr_px function.
I have made a similar game for PICO-8 and it allowed me to remap the screen and sprite sheet addresses in the drawing state, so I could manipulate the sprite sheet during runtime.
Well I have to admit that you are right, I have put the idle tag on it, because it felt a semi-idle experience for me. However I did not made my homework and research what an idle game actually is, and what people expect from them (like incremental growth in the background).
GopherSand is literally a sandbox game; you are the invisible almighty gopher who can put elements in this empty box and watch them interact, you can also rotate the box to see them fall. That's it. No more, no less.

