that's a real good run! well done!
Ironchest Games
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Thanks for taking the time to write! I've worked with a few other engines before, and my problem is with me. I can't finish a game if I have too much options. I just go bigger and better and more intricate at every turn, getting stuck in details. That's what I love about the extreme restrictions in pico-8 - you can't go overboard.
With that said, there's always a small chance I have opportunity to recreate this as a bigger game, then a full blown engine will have its place for sure!
Thanks again for commenting and playing :)
hehe yeah I know, it's a bit of a bummer when you get those situations in a row.
I know it's not a "security appreciation game", but unfortunately that's the only thematic explanation I can give at this point. This is because of technical reasons, the platform pico-8 has extreme restrictions to code length (which is good! otherwise I would still be working on this game!), so to add stuff I need to remove stuff as I'm currently maxed out.
I'm more than happy to hear suggestions though on different ways to fix this. Many of the ideas for updates that have made the game better has come from players like yourself. Any idea big or small on gameplay variation os welcome!
And thanks for playing and commenting!
Thank you @enyx very much! I fully agree that not every game needs to be a big game to be fun, and I'm not after to get players hooked for years either (if you are tough, that's totally awesome! :D
But I do find it very rewarding that my silly little game tickled peoples imagination enough to want to fill out the fantasy even more, I could never ask for more than that.
Anyways, thank you for taking the time for both playing and commenting!
Thanks for the suggestions! Ramblings and brainstorming like yours has helped and been implemented before, and I really like hearing peoples ideas! The vending machine and deployable box was new and interesting, gettin' the gears in my head crankin'. :)
About making noise, you can walk into almost any of the objects to make a sound that guards react to. They'll look a random direction and then turn 180 to continue patrolling, so it's possible to steer them a little bit.
I'm super happy you come back to the game!
You are completely right about the skip action, I'm going to yank that out next!
I understand about the trees, and as a player I agree. But here's a lite tidbit about the trees: they are there for optimisation! The shadow algorithm (most shadow-casting algorithms in 2d roguelikes) take a lot of resources in open spaces. So when running this game on my raspberry pi it started to be janky and less responsive, taking half a second to react to key presses. So I added trees and now it runs smoothly even on my raspberry pi.
The ability to knocking on the trees come more or less free as that action is added to all objects in the map generation.
I'm so glad you took the time to write as it makes me think if there's something I can do different, something to replace the trees with. Maybe have small buildings without doors or just walls, would that work? wdyt?
I can reproduce this. but only by using a little cheat I've left in. The cheat is like this: When you get caught by the police and the message is "caught! press O to start new career" you can actually reload the page and it will continue as if you never were caught. But it doesn't sound like what you describe.
If you have the time and feel like it, message me on this discord https://discord.gg/AKkRWKBF (I opened it just now), and help try to catch this bug?
It is Exactly Your Place to say this! Comments like yours are the reason I have comments enabled, my man!
I do respect your humbleness, no one wants to hurt anyone's feelings, we're all trying to have fun here, it's games after all :)
Thanks to your comment I'm closer to believing I could invest in making this demo-like game into something bigger more fully featured and it having an audience!
(I could never dream of someone playing my game for hours, so a super thanks for playing and taking the time to comment!)
omg I'm so flattered! thanks for taking the time for playing and for the write-up! :D
I've heard from others as well that some kind of tutorial would be good, but because of code length restrictions of the platform (pico-8) I don't think I'll ever make an in-game tut. Do you think a wiki would be any good?