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Jakub Wasilewski

A member registered Jun 15, 2016 · View creator page →

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Yeah, it's about people breeding alien lifeforms for their benefit, so breeding as in "selective breeding".

Thank you for the detailed feedback. It's always appreciated, especially since many of the points apply to the upcoming PC version as well.

I'm building the engine of the PC version with the possibility of doing "undos" built-in from the very start. I also think I came up with a good UI solution for the slipway routing that would let you just drag exports from slipway to slipway - but we'll see how it works in practice. The "kickstarting" is "works as intended", but maybe not "works like it should". Will think about it when coding the new economy engine. The last two are bugs, but they're pretty minor - and at this moment I'm really focused on getting the PC version off the ground, so they might be left unfixed for a while.

I'm planning to have Linux build. Unity supports it, so it's only a question of a little extra elbow grease to get it done.

I don't have a Linux box at hand to test with, but I'm just using the default PICO-8 binary export. I'll check it out tomorrow and see if I can help. In the meantime, Alt+Enter toggles fullscreen on all the other platforms, so maybe it'll help here as well?

The PC version will definitely have a bigger viewport! :) This one is limited by PICO-8's capabilities.
The ability to take down slipways is also something often suggested by players, so I will definitely keep it in consideration for the PC version.

Drop a gate anywhere, then connect slipways to it. All planets connected to a gate work as if they were connected ditectly.

(Edited 1 time)

It was a bug in the trade system, thanks for reporting it! I think I found it and fixed it, so this shouldn't happen anymore.

Being able to tear down slipways is probably going a feature of one of the low-level techs in the HD edition - turns out, tunnels through timespace are not so easy to stop once they get going ;) 

There is now a fullscreen button in the bottom-right corner, should help - though it only zooms in, as PICO-8 only does 128x128 pixels.

There is a fullscreen button now - thanks for pointing me in the right direction :)

No, the odds of dud signatures do not change. The biggest difference between levels is the income from trade. The only planet-related change is that on lower levels the odds are titlted a bit in your favor when generating starting planet types.

Thanks! It was a tight fit, but I think it should be worth the effort yo squeeze it in :)

Thanks for the review! Watched it and enjoyed it to the extent my rusty high-school German permitted :)
I'm actually surprised it took this long for somebody to mention the lack of zoom. Couldn't do it in the PICO-8 edition due to technical constraints, but that's obviously one shortcoming I intend to remedy with the full version. Same goes for a comprehensive in-game tutorial. What do you mean by non-planets? The ones that turn out to be useless and disappear, or the hard-to-use ones (barren, iceball, etc.)?

I really don't appreciate the tone. 
From what I see in the screenshots, the food went to the planet you can see in the lower left corner in the first image. Planets are greedy and always take as much resources as possible - the planet with the oldest connection to the slipgate wins, currently. Ideally, I'd make it so the most "needy" planet wins, but that'd require big changes to the algorithm that assigns trade. Definitely will do it for the full version, but it likely won't fit in the PICO-8 edition.

PICO-8 code space is very limited, and it was cheaper to do SDFE since these are PICO-8's default player 2 controls - and I figured it wasn't worth removing actual features from the game in order to be able to move this one key to the left ;)

There is no way I can fit an undo option in the PICO-8 version (very costly to implement), but I totally get that - it sucks when a plan goes awry because of a misclick or a "brain-typo". I'm going to keep this suggestion in mind for the PC version!

I'm gonna try to improve the readability of the resources for the next update. I'll also put a resource chart in the quickstart so that it's clearer what's what and what it does (it might be hard to put one in-game due to PICO-8 space restrictions). The resource collapsed stars make is "energy" - it can a) replace anything a planet needs and b) increase any planet's production

This pair caused trouble since the very beginning. Thought I fixed it, but I'll try to fiddle with it some more before the next update.

It's still very early in the process, so rather hard to say. I'm currently in the process of writing down an initial design and gathering the team to make it happen.

There is still that last star to get on "tough" ;)

Glad you enjoyed it! The full version will deliver something to help with the missing fourth "X" (though not the classical empire vs empire battle, something more akin to tower defense where you have to protect from outside threats), along with a host of other stuff that just wouldn't fit into a PICO-8 cartridge (no matter how hard I pushed).

Tried to do my best, but PICO-8 is a harsh mistress sometimes - the resource icons are 5x5 pixels total, for example, which makes it hard to make them readable.
Is there any particular part that caused you readability troubles? I can always try to improve stuff, though tooltips might not be the way to go on a cramped screen like that.

Replied to lyoy in Dank Tomb comments

Repeatedly :) Every time it was harder and harder to whittle down the token count, but it somehow fits in the end (with a few compressed bytes to spare).

(Edited 2 times)

Thanks, glad you had fun!

About the bug/exploit you found: one other person already stumbled upon it, and it also confused them pretty thoroughly. I wish I had a clean way to fix it, but it's kind of hard to do it without risking breaking something else. I'll think of something though and fix this tomorrow - thanks for the report! (fixed)

Replied to FibS in Dank Tomb comments

This has some details :)


It is :) Here are some details on how it works, if you're interested:  https://hackernoon.com/pico-8-lighting-part-1-thin-dark-line-8ea15d21fed7

itch.io Community » Game Development · Created a new topic Dank Tomb

Hi everyone,

I just released Dank Tomb, a puzzle/platformer hybrid for the PICO-8 fantasy console. To my knowledge it's the largest game ever made for the platform, and it's probably also one of the most technically impressive - I'm doing real-time lighting on what is supposed to mimic the limitations of an 8-bit system. The game has just a 128x128 resolution, but I hear the results are pretty good for this small amount of space:

The game is pay-what-you-want, including free. It's also pretty fun, if you trust early feedback :)

Play it here: https://krajzeg.itch.io/dank-tomb

Any and all feedback appreciated!

Good, zany fun for two players. I like the pace and the sail-dodge-shoot-dodge rhythm of the game very much. There is a good variety of upgrades, and the option to ram your opponent out of the water is great when you can pull it off.

It's a small game, so it does not have much replayability - but the few rounds we played were intense and fun!

HP upgrades can cause a bit of trouble - when one player grabs a bunch of those, it's really hard to take the lead back from him/her. Also, an option to turn "ring outs" off would be appreciated, for those that dislike the mechanic - the core shooting gameplay could stand alone.

Agreed on the animations. It's not my strong suit, and PICO-8 sprite count limitations (256 8x8 tiles) where quite hard to work with - to save space, I only animated the lower half of most characters. It was a way to make it all fit, but it does hurt the final result quite a bit.

Thank you! I'd *love* to make a bigger game out of The Lair - my thinking was kind of a Darkest Dungeon meets beat'em ups, where you would recruit and level up characters of various classes and send them on beat'em up "missions" to different, well, lairs.

It's definitely on my "potential commercial projects" list, and I think it would be a unique take on the genre. The only problem is getting the means to be able to work full-time on a big project such as this.

Thanks! The feel of the enemies and making them really distinct was indeed something I focused on :).

The comments I hear most often are similar to yours: the game is good, but it should have more enemies/stages/moves/upgrades - more variety in general. Lots of people like the game, but most of them wish it somehow had more.

Well, I guess that bodes well if I ever want to make a larger version of Lair! And I do, at some point - but I'll have to figure out how to make it work financially first.

Tried it. Nice little game, but lacks variety for now - I just did "shoot, shoot, pikes, repeat", and it pretty much worked.

Needs a little bit more spice to be viable as a standalone game - the thing North & South's battle system had is it was just part of a bigger whole, so it didn't need to be super-engaging on its own. You don't have that luxury, so try to build on what you have - maybe a "build your unit" mechanic where you buy stuff, enemies that challenge you in different ways, more types of units you can use in your own formation?

Enjoyable overall, but only for a few minutes.

The Lair, my first itch.io game, is now out!


It's a dark-themed fantasy beat'em up with a retro 8-bit feel. It's been a long and arduous journey to get it finished, but it's finally at a point where I can call it "done" :)

Play it and let me know what you think!