I love the multi-visual experience! The animations and art are fantastic. The game is fun as well. Seems like the collaboration worked!
OneFineDruid Games
Creator of
Recent community posts
So I had the idea for a surfing game several weeks before jam. I practiced by working on a skate game (which may be included in this jam!) before this. This one is modeled closely on Ultimate Surfer for GBC, with some comparisons to Whitewater Wipeout for Playdate. I’m thoroughly satisfied with the direction it’s going so far. Means I can likely get to sound fx/music, and proper levels and menus by the end before voting.
I may release a playable demo since it’s very much in a playable state!
Post Mortem Time!
First off, I thought it was ambitions to make a 2D open-world RPG in Pico-8 successfully in two weeks, and boy was I right. I wanted to focus on the combat and sprites, which I am proud of, but also have a semblance of story. Being able to reuse the sprites was a big help. I was also proud of using 95% of the available map space. Overall design I was happy with. If I could have improved something it would be a better switchable palette and sprites since I just defaulted to the alt-palette. I also would try to add a final boss battle with the Pig King to the game.
Thank you for playing! It was a big scope issue and I cut it short too soon to account for game loop stuff. 🤷🏻♂️
I’m moving to tic-80 for more space (sprites and map) and am using the stage mechanic to sort of zoom in from a bigger world, much more like Final Fantasy.
I don’t think an open world RPG is impossible at a low rez. More development to come on that front for sure. Eager to see others try as well.
! BIG OL' FINAL POST !
Today I fixed a lot of bugs that needed to be fixed-
1. the Angel Ring now protects you up to 1HP,
2. The run away function works again,
3. and I finally added sound fx and music to the game!
I am going to submit build #74 as my final build.
Eager to jump in and start playing games! Going to try and rate at least 50 if not double that.
Tonight, I think the game is in a 90% finished state. I was finally able to fix the bug to allow me to place all the hogs at once on the map. So there are 5 hogs that turn back into villagers if attacked with the salami!
Using the rest of jam to polish. I need to add a proper end game sequence, music, and more ui.
Well, lots of refactoring happening. Trying to make multiple hogs work. My flags are getting lost somewhere. I also added an item swapping menu prototype, and fixed the battle to be more fluid. Heed the ruthless hog attack!
As for story - there will be a way to spare the hogs and return them to human it may be an alternate ending to the game??!

OK - I got a (bad) collision system in place. I went ahead and uploaded the borked! version for beta testing! No secrets, none of the puzzle/story in place yet. Feel free to mess around!
Going into this jam, I knew I wanted to do some kind of RPG like I have been protoytyping. I decided to start with pencil and paper and try to assemble something with a semblance of story. Out has popped - 'The Rage of Caluga' - a Final Fantasy-like game with an over-world and instanced battles. Ambitious? Yes. But I have been practicing the scope and small code maneuvers for weeks and feel pretty sure I can flesh out a playable, mostly-complete story game. Now, about these themes...
I think I may try to go something with "The Main Mission is a Side Quest" and link to a bigger more meta story later. "Unconventional Weapon" is certainly promising. "Frick Around And Find Out" just begs to be some sort of investigative mission of some kind.
So here's what I got done in the first 3 hours of jam. Sprites (a start) already worried about space since the first tab is full. A Player controller tied to the camera with top-down map display. An enemy and some environment.
My next task is going to be initiating the instanced battle. Concentric circles baby!