I managed to get to level 11! Cute little game. It's pretty satisfying to get two or more walruses with one curry.
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so great, it's beautiful, cute, and challenging! Thoughtful level design and great use of the 64x64 space. I got to naturally learn the mechanics and it made me feel really good. Great work again!
REALLY fun. addictive, the mechanics are cool and the upgrades (esp enemy finder) were really cool. The footprints are awesome and the autofire makes this gameplay really easy to enjoy without necessarily making the game easy.
Very cool concept - love the mechanics and the choices of using power to fight vs running away, etc. The narration at the beginning was an especially nice touch, and love the look and feel of the game. Great work - I'd love to see this fleshed out into a fuller game :D
The graphics are delightful, and it definitely gave me the feeling of being in a warehouse in space. Finding caches of coins was really satisfying, and the slower movement added to the atmosphere and lessened the difficulty of the more precise jumps, which is great. Great work!
Thanks Stuart I appreciate the feedback! I agree the pacing needs some work. I had an idea for more enemy types and bosses but just couldn't fit it in this jam. Plenty of post jam ideas though! :) Thanks again
Yo Pico 8 is really good for beginner gamedevs like me, and also for sketching out ideas for games/art/music.
I seriously love the music tracker for this thing it's really fun, even though I'm not quite adept at making music.
I actually laughed out loud cus I was having a lot of fun! I got to 9 asteroids and played all my rounds by spinning around and shooting, it was pretty hilarious to see a bunch of other ships doing the same thing!!
This is my favorite game so far - I wasn't able to beat it yet it's a bit difficult but yall did a great job with this one, you can tell a lot of polish went into it with the title screen and the first bossfight :)
It's super cute and really enjoyed the music, too.
Simple but i loved the aesthetic, and I loved the level design, especially like level 3 where you had to back track to move forward. I was hoping the final level would be more like that, too