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rare

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A member registered May 28, 2015 · View creator page →

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For the upper path you mean? There is very lenient coyote time, where you can jump for a number of frames after running off the edge of a platform. This is a very good spot to make use of that :) And if you're playing in browser it might be worth downloading, it should run a little smoother and make the tricky jumps feel more fair.

Glad you enjoyed, and thanks for playing! And that's a pretty good time on the Assist Mode run too. You should check out the speedrun leaderboard, people have now beaten the game with even fewer feathers :D

I believe the intended functionality is that berries you've collected should be saved/remembered on Continue, but uncollected berries should still be in the map. I'll check for myself when I can to confirm if it's working correctly, both in my mod and the original game.

If you own Pico-8, you can access the original game through the Splore feature. From there you can then run games from the BBS and save local copies to edit.

Hey there, sorry about the softlock! There are a couple spots where this is possible and I'd like to come back to make some small edits in the near future.

I'd highly recommend checking out the original game, To A Starling. This is just a map hack for Peteksi's game; they did all the coding and art, I've just done some remixing. But I agree, the pixels are great and they used the alternative palette really effectively!

Howdy! The next room after that first screenshot requires good use of coyote time (where you can jump after leaving a platform) for the last bit. The first jump through the spike tunnel is just frustratingly precise.

Hiya! For the third room, you're looking to teleport as soon as you bounce on each springblock. That'll send you upwards from the green orb, letting you drift back down to activate the others until you can get past them. If you haven't, I'd recommend trying the original game to get a feel for the mechanics in their original usages :) And downloading can help as well, as sometimes playing in browser can cause some sluggish responsiveness for controls. 

Good luck!

Hey, thank you kindly! I'm glad folks are getting a nice nostalgic feel and I hope it still feels like that for you when the full game is out :D

Hey there, sorry that happened! There may be an option to run it anyway and I think I've seen this happen with other Pico-8 games, but totally understandable if the system warningis too much of a deterrent.

Hey, I appreciate the feedback! One of the edits in progress is to make the tutorial section of the first level stretch out longer and give folks a little more room to get comfortable with their movement options. This will include some longer runways to slide on, which will hopefully make them feel a bit more intuitive as players learn it. Thanks for checking the game out and the video!

Heya, good job!! And congrats, you are officially the first Astra speedrunner 😀

Ahh neat, thanks for checking it out and recording your play session!

You're welcome, thanks for playing :)

Thanks so much!

That is definitely always a good feeling!

This is off to a great start! The slippery physics may deter some players but that's just a matter of preference. There are a few rough spots for me: the hitboxes on the swinging blades feel a bit extreme, the walljump could maybe use a few extra grace frames, and and I personally don't like when holding the jump button gives you another jump everytime you land instead of requiring a fresh press. I think that last one, in combo with variable jump height, made for a few frustrating spots like the disappearing platform level, where it was easy to accidentally hold the jump a few frames too long and get a short hop that doomed you to death.

Despite the critiques it was definitely fun to play. I found a couple of teleport bugs (which I was excited about, tbh); one when jumping into the side of a moving platform, and the other when standing next to a sliding tunnel and pressing (towards tunnel wall -> down -> away from tunnel wall).

Excited to see more!

Thanks!

Cleanly executed, and a really interesting and concise game! I wonder if other variants, like letting players draft their opening cards (maybe with some of the original cards swapped out for cards with higher/lower perceived possibility value), would work as a way to mitigate the initial random draw factor?

Download options are available here on the game's page :)

This is one of my favorite GBS projects up to this point. Oozes with personality and just really hits all the right notes stylistically!

Even as someone who doesn't feel super proficient at this type of game, this was a *super* satisfying experience! Really excited to see more added and how far you take it.

From a QoL perspective, it'd be great if a quick-restart button is included in future updates. Some levels' deathplanes feel a bit farther out than others, so letting players expedite restarts would help reduce frustration on the harder levels. Also, in at least one case I got a Clear and Blowout at the same time/within a few frames of one another, but the Blowout took priority and I had to redo the level. A grace period during the Blowout would prevent this, but you might/might not want that anyway as part of balancing some levels.

Palette fits the art style really well, and good utilization of screen space without feeling claustrophobic. Well done!

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.

Really satisfying gameplay/feel of movement! Enjoyed it enough to immediately start doing additional playthroughs to think about fastest strategies and optimizing the boss fight :D

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!

The most I've played a picross in a long time! Very cute and the party-composition mechanic is a nice touch.

Amazingly cozy vibes that contrast the big life changes. The pixel/palette are a delight~

Thanks! :D

I'm so glad you did more with this!! It's got a great feel and super satisfying to play.

Thank ya!!

I'll try to get that up at some point, sure! Can't promise a timetable unfortunately but I'll make a note to circle back here and reply when it does happen.

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.

Very nice! Great cinematic feel and loved some of the background character setpieces, they really gave the spaces personality.

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!

Ristar, Starfy, Luma. Contributing to the long history of astronomical platformers!

Ahh, glad we solved it! And yeah, Pico-8 is fantastic. You'll have a lot of fun tinkering around with it.

Thank you kindly! I'm glad you enjoyed it and hope you'll like the final product when it's out.

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.

Thank ya kindly! I've heard from a few people now how the slippery feel might be too pronounced. I'll likely be tweaking that stuff a good bit based on the feedback.

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?