You’ll get a lot more players if you create a page for the game and upload the HTML export from Pico-8.
dredds
Creator of
Recent community posts
Thanks.
The score multiplier is not meant to be secret. I’ve just not had time to document it yet.
Every time you destroy a robot, your score multiplier is increased by one. If you do not destroy another robot within one second, your multiplier is reset back to one. So, you have to destroy robots in quick succession to keep building your score multiplier.
If your score multiplier is greater than one, the HUD will show a blue indicator light (well, single pixel – the game has 64x64 resolution) in the top-left corner of the screen above your lives indicator.
The game notifies you by a message in particles and by sound effect when your multiplier reaches 10x, 25x and 100x.
This is wonderful. Tough-but-fair gameplay. Pixel particle effect explosions. Power ups. Scoring. Progressively more difficult opponents. Movement with momentum that takes some practice but is not too tricky. That classic ‘80s arcade game “just one more go” addictiveness. And in less than 1k. It’s amazing!
I realised that it was too easy to miss that you have completed a level and then die by catching a wrong prime.
While commenting the code I found an opportunity to save three more characters. I’ve used two of those to change the background colour whenever you complete a level, so that it is now obvious when you have a new objective.
I have posted the annotated source code of the latest version that explains how the game works and tricks I used to squeeze it into 484 characters.
https://dredds.itch.io/billabong/devlog/729963/annotated-source-code-for-the-latest-version












