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OneFineDruid Games

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A member registered Jan 06, 2021 · View creator page →

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I love the multi-visual experience! The animations and art are fantastic. The game is fun as well. Seems like the collaboration worked!

Wow, the animations are great. And very cool usage of the palette. Stick with this genre, you clearly have a knack for it!

Glad it felt somewhat epic. Thanks for playing!

I really enjoyed this game, concept and maximizing the space of the Pico-8 cart. The book titles and authors names are clever and well organized. The characters were my favorite.

Very nice visuals! Fun quick game that's nice to look at and experience.

Super cute. Love the homage to Pokemon. I was thinking about the Seafoam Islands the whole time. Well done.

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Very enjoyable! Good job!I made it to level 8, made 3 pyramids, but when I reversed it counted as a failure when it touched the sand :( 

LOWREZJAM 2025 community » Devlogs · Created a new topic PicoSurfer

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. 

This is amazing. Great entry!

This is very nice. Really good job. 

I added buttons to phase the fractal, and slowed it down as well.

Updated! Let me know how the limits  are working!

🙌 Yes! Thank you so much for playing!

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.

Thanks for playing! Yeah it was my first time making a full collision system. It ended a little jank, but sliding through walls adds to the fun! Haha

Thanks! Thinking of how to make an even larger open-world game in pico 8 next.

This is a solid demo. Eager to play the fuller build!

This game is FUN!!! I really love the design and mechanics. The zoom camera came in super handy when planning my routes. My high score is 120!

I really enjoy the design of this game :)

This is really enjoyable! Great replay value.

! 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. 

Fixed the Run option. And added a Mission Complete alert when you save all the villagers, a death screen when you die, and a Final Fantasy item reference (which I’m still working on). Leaving this entire week open for music. YAS. 




I made the box art this morning in 3 different variants. I think I’m keeping the middle one for now. 



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.

O K , so Caluga fam, the main quest is now a side quest! Gain access to the Hog King’s secret lair! The real main quest will allow for the completion of the game, and will involve a Fable-esque choice whether to kill or save the pigs causing amuck. 



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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??!

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Super happy with this combat system refactor! Love how it plays at the moment. Ready to stack a bunch of hogs and move on with story! 

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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!

https://onefinedruid.itch.io/the-rage-of-caluga

  

I finished the map today, or at least for now. It’s an old fashioned round up the beasts mission - which may or may not unlock another secret mission..! Here’s the map with the dungeon’s blocked. Guthub user saturn91 has a great exporter for web. 


I finished the rest of the story and am working on getting the mechanics in place. Also decided the default weapon is a Hard Salami! Really excited about the new combat mechanics I’m working up! 

I’ve decided to go with the alt-palette. I also have started a rudimentary dialogue system and am building the map to the limit. Ready to add collision and some loot. The map will be mostly desert fighting pigs. 




It’s the start of Day 2! A little progress made this morning with Map drawing and Attack animation  

“The Rage started when the first pig was sacrificed to the Old God. The leader of the cult became Hog King, and his followers became rageful Red Hogs. Our young hero has found his lair, and must reverse the curse or the Realm will never be the same.”

Okay, 14 save files and I am wrapped for day 1. I have further decided on some story elements and know what I need to do for combat. Tomorrow I will start building the UI for combat, then link it to the animations. 

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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!

Got my sprites made. Mostly worried about figuring out how to rotate sprites to save space.