This is bangin'. Local multiplayer is so much fun. I you have friends that is obv. controller needed. Not all on one keyboard.
hawkwork
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Hello telefriends and fans of landmark science-fiction,
What if Jodo made a game for a classic 8bit console (and marketing had to try and salvage the project)?
This proc-gen perma-death tactical roguelite has now been released here on itch. The gameplay is rapid turn based: Every time you make a move, all the enemies also make their move. This allows you to think about your turn or rapidly advance into the foe.
This game was originally an entry for lost cartridge jam a few years ago. But now it has been polished up to be a self contained 8-bit console era title. The retro aesthetics are rooted in the experiment to see what was possible within the technical limitations.
There are over 10 different enemies in 7 levels. With one big evil boss at the end. Use different weapons and tactics to clear the way,
You can play it in the browser on itch.io. There is also an Android build.
Please take it for a spin, and thanks for reading.
Cheers PoodlePilot, there is some maths behind the movement and the rotation functions. The leg displacement is built multiplying a step with a triangle function. The rotation isn't quite right yet, but it uses the tic80 methods for drawing triangles. I will polish up that method and write a devlog. Rotation around a point (other than the centre of the sprite) could be handy for other tic80 coders.
Yes, it is very similar to mechavania which I did last year in libgdx. I wanted to add more enemies that you can kill and a proper win loose state so I didn't get round to implementing any of those ideas. Yep I will put some more work in now that many of the base systems are down.
Thanks for the kind words.
Hi Krapfen, thanks for taking the game for a spin. Currently the ghost movement is handled by an instruction list that plays out the button presses as the timer runs. I think even with stable 60fps there is still some "spillage". I don't want to save absolute positions so that the ghosts can still be influenced by later runs. For example if they are standing on an elevator. The logic for the breaking of blocks also needs to be checked.
Bottom line, there needs to be a set of reliable rules for this concept to work. Cheers for your input!