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Meep

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A member registered Feb 12, 2019 · View creator page →

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Which one?

Yup, if you can find a way to push it to the left and free the jumping penguin. ;)

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The word doesn't show up anywhere in the game- you have to decipher it to spell it out.

On that gold brick platform, and it's a made-up language.

You have to decipher the language and then spell out the shape of the thing that just flew through the ceiling.

Nah the fish suggests you've likely already got everything. :)

The current controls are a PICO-8 limitation.

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For this mod at least, the hats are everything :) 

Here's the ball you need to get to the bunny hat, and this is one of several ways the ball can be used to reach it. If you need help with the diamond, you can mostly keep holding left/right with a well-placed ice block. :)

You're likely missing this step- after which another puzzle starts. :)

You need to bring a snowball to that level. :)

Major spoilers, but this is the step that most people miss. ;)

There aren't any videos (yet), but here's a GIF of the key segment:

The short answer is that the physics is from the original CELESTE (Classic) game/engine, and this was my very first mod of it. Have learned a lot since then. :')

Glad you enjoyed it! Regarding the house, the game is littered with collectible hats, and the house lets you switch what hat you're wearing after having collected them. :)

Leaderboard submission didn't work from playing on web, but managed to get (and clear) double watermelons :D

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It's intentional- the mechanics were heavily inspired by Puzzle & Dragons which also allowed that with similar difficulty. From having duplicate pieces, all board states are reachable with just adjacent moves, so the diagonals are mostly little shortcuts for those willing to practice them.  :)

Yup all of the information is in the game. :) If you DM me on Discord I can point you in the right direction if you'd like

Was a treat seeing the commitment eventually pay off in that one room! Glad you had fun despite what it put you through- thanks for sharing! :)

I'm planning on releasing it once enough people have beaten the bonus content, as the Celeste Classic community is still wary about spoilers. :)

Thanks for the feedback! I get the frustration with that- this particular mod was inspired by both Getting Over It and Spelunky, two games where it's unfortunately really easy to lose progress. :(

The game was made with PICO-8, those are just the buttons the console uses.

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Yeah it's a mixed bag with the generator :P That one was super stubborn- managed to find a break in via a sequence of finned x-wings.

Yeah, I'll likely try to re-balance things post-jam- the short range was somewhat intentional because towards the end of the game you'll be able to shoot across the entire room (via power-ups), but it might be a bit too short that it's frustrating to get a run going. :(

Nah the shiny thing's at the bottom left

You have to escort the shiny object to the character who normally uses said object :)

The cart's available on the PICO-8 BBS here, but I'll add it to the downloads too :)

Have you tried playing the web version in full screen? The middle mouse button on web would enter scrolling mode and eat your inputs, but works when in full screen (or in the standalones).

If you reach the summit with 6/6 of the cores, there might be something with that sign. ;)

Thanks for the feedback! :D

Staying close to Celeste was an artifact from this starting out as some high effort joke where I snuck a portal gun into Celeste Classic, and with all the people helping out being from that game's community. It gets somewhat tied with the Celeste Classic lore eventually to somewhat justify the theme. :P

I see what you mean about the physics- I couldn't find a very satisfactory solution and largely based it on this really old 2D Portal game made in Flash which controlled and behaved similarly. Perhaps some short frame window where controls are flipped upon exiting a portal?

Glad you enjoyed it! I recall people saying that gamepads worked on the standalone versions of the game, if you haven't tried that already. :)

Have you tried the standalone versions? Otherwise it shouldn't affect things much if orange and blue portals are revered. :P

You can find standalone versions (as well as a practice mod) on the Celeste Classic community's page :) https://celesteclassic.github.io/

To get that you have to do a diagonal dash from far back enough that you brush your head on the ceiling and not go as high- you avoid the spring entirely. This 100% run shows it :)
https://www.twitch.tv/videos/387866493?t=1m34s

Would it be possible to add an option to swap Z and X (Or alternatively make C also a roll button)?

Thanks for the feedback! Yeah, most of the enemy balance was around the player's movement speed, which was matched with the original Celeste. I can try to fiddle with the enemy timers, but in a lot of levels, the easiest route is to just hop over the enemy after they've fired. :)

You press one of the dash inputs at the title screen. :)