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).
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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)
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!