Palette fits the art style really well, and good utilization of screen space without feeling claustrophobic. Well done!
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Ahh yeah, one of the things that didn't get cleaned up in the final hours. And thanks! Looking forward to doing a polish-over soon to fixstuff like that, give the rooms unique art assets, make the room transitions a little easier to follow, and a few other things.
I *love* this one. The Kirby-esque grab-and-shoot mechanic feels wonderfully arcade-y and makes for really interesting choice trees during traditional platforming. Movement feels super smooth too. Definitely one I'll be coming back to again!
Heya! This game is available on the Lexaloffle BBS, where I believe you'd be able to get the .png which can be opened in the Pico-8 editor. You should be able to find a few other games there as well.
I'm definitely going to take a good chunk of the feedback to heart on this, particularly on how the game teaches (or fails to teach) its mechanics. I appreciate on the callout on the precise jumps since this is the first couple stages; I want players to be rewarded for refining their skills but don't want to it to prevent most players from progressing.
Thanks for the comments!
Thanks! The game was built in Pico-8, a fantasy console designed to replicate some of the restrictions of older consoles with a more modern design sensibility. There's so much good stuff out there in Pico-8, you should definitely search some stuff out.
If you are stuck at the first checkpoint, pressing down on your joystick or arrow keys will let you drop through the thin platform. If it's another checkpoint, let me know and I'll see what the issue is.
Hiya! I just tested and it seems like I didn't get stuck anywhere in the demo. There are a couple of spots where you can't progress unless you use the shorter version of your jump that happens during a slide, though. If that doesn't work, can you let me know the specific spot and I'll take another look?
Hey there! If it's the spot I'm thinking of, you can press X/V to slide under the spikes. While you're sliding you can press Z/C to get a shorter hop than normal, so you can jump over gaps without hitting any spikes that might be above you :)
Super impressive! A bit obtuse at times but mostly for the better. I love multiple endings and the granularity here (plus losing access to some paths by saving) makes for an interesting replayability, although I don't know if I'll tough it out for every ending.
Super clever and cute! I really enjoyed the feel of the turtle and the contrast between the two movement types. I think adding the jump buffer as you mentioned (and/or coyote time) might make a couple spots feel a little less frustrating but overall this is great.