Danke sir. 😁
stagwoodretro
Creator of
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Even as a demo, this experience is more fun, satisfying and thrilling than Ikaruga or Radiant Silvergun.
This really could have been something great had you kept developing it.
The strict adherence to a minimal mindset keeps the game and its mechanics tight allowing you to focus on creating a truly satisfying experience rather than complex upgrades and weapon systems.
It’s really about mastering a simple set of skills. Simple, but far from easy. This feels like a love letter to the SHMUPs of old, back when they were limited in what they could do because of the hardware.
The design both mechanically and aesthetically shows a real love and understanding of what makes a SHMUP great.
Dispatch is a real hidden gem. You managed to balance eerie atmosphere with perfectly executed moments of urgency, while compelling me to solve puzzles and achieve an objective, with only text and two buttons.
You should be very proud of this. It may seem small but those are huge achievements. Most games that try fall wildly short.
Ignore the people complaining. You are talented. The game is brilliant. The movement is perfect. The challenges are fun. The unique mechanics are fun. The cheeky humor is fun. The art is absolutely perfect for pico8. More pico-8 games should be like this.
Why are you not making a bunch of these? You should. Charge $5. You are really good.
In my search for such a tool I have come across this! https://mythical.ink/rpg-tools/dungeon-generator Which is nearly exactly what I was hoping for. It would be nice to be able to style it, but darn it’s handy.
This is such a great resource and I use it all the time!
However, you know what else would be super useful? A tool like this that could generate a single story, 3x3 grid of 9x9tile geomorph maps in different styles; Cave, Castle, City, and different complexities; minimal, simple, complex, in your OPD art style.
The ability to generate clever clutter and debris would really be top notch! 
Here’s a great resource on Geomorphs that you’ve probably already seen, but just in case… Dyson Logos Geomorphs
Combat also doesn’t have to be so structured if you aren’t trying to make a combat strategy game. You could go more of a narrative combat route or…
You could simplify combat into clashes where a coin is flipped for each turn, heads you deal a wound, tails you receive a wound. This keeps combat fast paced, deadly and simple. (I’m using a similar setup for the future LITE version of the system I’m developing.
