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sizescape

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A member registered Sep 01, 2023 · View creator page →

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Nicely done! I managed to get to 55 points. :)

That's such a clever way to do the car! I've seen that done with a bunch of tline calls, but the stacked circles create a really cute visual.

Cool effect! 

Hope you don't mind, but I played with the source some, and I found if instead of updating every pixel, you pick some random values with in the range, you improve the performance enough to animate smoothly, and the fire looks more like fire
 

Fun, though if I focus just on rings, it seems like it gets a bit chaotic. I managed to break 3,200 points.

Starfield looks really nice.

Fun little block dropping game, nice use of the p8scii. Took me a bit to realize that the lines had to be touching the edges to be cleared.

Nicely done! Colors look really nice, and the AI is decent enough for how tiny you manage to squeeze this!

Nice, it'd be cool to take keyboard input, since you have the bytes left?

Managed to get all the upgrades, fun little clicker.

Fun entry!

First few levels are pretty straightforward, but around level 8, it got pretty chaotic for me.

Made it to 121 points!

Nicely done!

Nicely done! I like that the main character was a stick, made the classic random fade look nice in the turns.

Also, great cover art. :)

Beautiful, though, from skimming the source, I'm not sure if the ending I got was the right crash?

A 1k took for a 1k jam? Nice. :)

Wow! I love the sound and graphics you manage to cram in there. :D

Nice! I managed it in 40 moves, though a few of those were just me getting lucky :)

That's gorgeous. Love the colors and effects. :)

So slick! My best was 8.

Nice screensaver vibes. I think you have enough tokens left to do P8SCII audio commands on landing, if you don't think it'd be too cacophonous. 

Classic! The bricks, especially the arch, look great.

Pretty! 

Nice getting the triangle draws within the byte limit, and keeping to 30 fps!

Nice! Made it to a score of 21 on my 1st attempt, 32 on my 2nd.  Maybe a bug, in that sometimes it seems like the laser doesn't render, but the enemies disappear?

Fun little renders. :)

Nice renders! Interesting concept, though sometimes it's hard for me to tell if I'm facing a wall or a hallway.

Wow, that's a lot farther than I've ever gotten!

Thanks! One tip for hard is that the goo always expands by a single pixel per frame, so if you give it multiple paths, you can buy yourself more thinking time, in exchange for having some more to manage.

Thanks! One tip is that the goo only expands by one pixel per frame, so if you have it advancing along multiple paths, you get more thinking time, though it comes at the cost of having a bit more to manage.

Thank you! I'm thinking of expanding/refining the game a bit, outside of the 1k limit. Working on and thinking about a few different ways to make misdrops recoverable, since those are the most unsatisfying losses.

The animations are so smooth! Nicely made

Nice! Like the sound effects and the daily new seed. :)

Nice effects! Took me a few tries to figure out what I was doing and then, made it up to 213 km (Rot13 config: fgnaqneq abmmyr, cerzvhz shry gnax, fgnaqneq obql)

Nicely done! The helicopter out of ovals looks pretty nice, and gives some good movement perspective.

I hadn't seen the CRT filter in export before, that's super cool.

Great job of capturing the vibe of an ancient broken Atari game. I think I beat the first two "levels", but then I think captured more of the spirit of the game by just going as far in the same direction as I could until it got weirder.

Nicely made! The trick with memcpy'ing data over to the sprite sheet, and then scaling it up to get the map is really clever. 

Beautiful game, and amazing job fitting it in the constraints. The ruined building generation code is really cool.

Took me quite a few tries. Spoilers (rot13 encoded): V guvax zl bevtvany fgengrtl bs tbvat npebff gur pragre vf yvgrenyyl vzcbffvoyr--gurer'f n tnc V pna'g frrz gb pebff. V jnf noyr gb frr gur obeqre tbvat qbja gur obggbz ohvyqvatf, ohg jnfa'g noyr gb jva hagvy V whfg fghpx gb gur hccre ohvyqvatf, gubhtu V ena vagb gur zbfg cngusvaqvat vffhrf gurer. Abg fher vs guvf vf zl gvzvat ba gur zbirzragf, be gur vagraqrq cngu.

Played the update, wasn't expecting the two-tile reveal to make nearly as big of a difference as it does, but it really does change the feel of the game. Doesn't totally trivialize it either, since you do still want to avoid the left edge/bottom to take advantage of the choice. Nicely done!

Was looking at some of the other entries, and saw the btn-parsing code in WeeblBull's1k-dailhex. Using that, and adding back in the label text, it still Shinko-8s into 264 characters, a tweetcart! 

x=56
y=42
i=0
f=rectfill
::r::
f(0,0,127,127,8)
f(6,15,121,111,5)
f(7,16,120,110,6)
?"\^wpic-o-sketch",17,4,10
?"⬅️➡️⬆️⬇️:draw 🅾️:clear",18,120,10
::_::
b=btn()
x+=b\2%2-b%2
y+=b\8%2-b\4%2
i|=b&16
i-=1
flip()
if (i>=0) camera(i/2-rnd(i),i/2-rnd(i)) goto r
i=0
pset(7+x%114,16+y%95,1)
goto _

Switched to the "o" button instead of the "x"  button for the clear input, since its place in the btn() bitfield is 16, just one off from the number of frames for the shake, so I didn't need a separate constant for that.

Other big difference between this and yours, is that I'm use modular arithmetic instead of mid to constrain things to the field. Saves a few characters.

I was only able to get 12, but wow! Nicely made, and super impressive on the size.

(1 edit)

Thank you! :)  I posted what I thought were the interesting coding techniques I used to the Pico8 BBS https://www.lexaloffle.com/bbs/?pid=154240