I maxed out the craft and reached 218.
This is a great game!
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
Thank you. I was surprised too!
When I saw how the flood fill algorithm and the narrow, diagonal channels created by the Truchet tiles combine to create really pleasing flows, I just had to double down on the concept and eliminate anything that got in the way of implementing it in under 500 characters. It was a challenge, but I am very happy with the end result.