Surprisingly addictive for something that literally takes just one input and then plays itself. Well done! :D
voidonon
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I really like the graphics here, both sprites, which manage to show a lot with just a few pixels, and the melon color palette, which makes it look really juicy. :)
Controls took some getting used to it, both with mouse and on a touchscreen, but they work well.
Nice and original platformer, well done! :)
Thank you for playing! :)
You can skip levels by selecting a level on the level select screen (I guess level 2-5 was the difficult one). I was thinking about making most levels locked and unlockable, but decided against it both due to lack of time (i.e. my poor time management) and to make all levels possible to play in case one or more turn out to be too difficult or impossible (I did not have time to playtest most of them).
Thank you for playing and appreciating the low size, engine-less approach. :D
Regarding the sound, it should start playing after pressing a key (on the keyboard, while the game iframe is focused). It should had play after a mouse click, but I did not figure out why it did not and I was running out of time. Your comment helped me locate the issue - it seems I was just building upon my previous codebase of something that used a mouse and added e.preventDefault(); e.stopPropagation(); to mouse events on the canvas element, the consequence of which is that mouse clicks do nothing now (aside from being mouse button state being (somewhat) tracked in a variable, which is not even used for this game). Two important consequences are 1) sound not playing and 2) once focused out of the game iframe, it does not get focused back in after clicking it (gamepad still works, but keyboard will not), unless one goes to full screen and clicks outside of the game canvas.
So thank you for pointing this out, I will remove e.preventDefault(); e.stopPropagation(); for future projects (there is the contextmenu event anyway, which is supported for over a decade on all major browsers (except Safari). :)
Nice little game. Not exactly sure I understood how to block attacks, I just spammed space and it seemed to work. I noticed two bugs (music does not loop and one can see the enemy guy finally beaten in the bottom of the pit behind the altar before actually beating him by flying over him into the pit), but they are nowhere near serious enough to ruin the enjoyment (and the second one is kind of funny). Nicely done! :)
Nice roguelike! :D It would be good to have a way of looking at current stats (I guess there is a health variable which is not merely a boolean) and to be able to start a new run without using PICO-8 reset cart.
I did not get what most of the stuff does, but still somehow managed to get to the lobby after many attempts. :)
Thank you for playing and an honest review. :)
You can also skip levels on the level select menu. At first I intended to make most levels locked and unlockable by finishing previous ones, but later decided against it. The decision totally did not have anything to do with me having a poor time management. /s
Interesting concept. It takes some getting used to controls and balancing the fall while fighting enemies, but I relatively quickly got a hang on it. Having a keyboard control for "Try Again" would be nice and at some point (after playing several runs) music suddenly stopped while sound effect still played. But other than that, it is well done and fun to play, great work! :)
Simple but fun! :) It took me a while to figure out I can click anywhere to activate the grapple chain. Making some keyboard key(s) do the same (e.g. space) would be a nice simple improvement while keeping the "Just One Button" theme. Sounds are nice, not sure if there is no music, or if Wine has messed-up the audio when I ran it (I ran it on Linux using Wine, which has greatly improved in running Windows executables in last few years, but one never knows).
I see now that I was not sufficiently clear what causes heating and cooling. It is what enemies shoot and the floor itself - standing on most tiles causes the tank to slowly or not so slowly reach its temperature, depending on the tile type. This is the sense in which I used the theme "The Floor Is...", in which it can be the "usual" lava, but it can also be ice. Player activities (driving, shooting, jumping and flying) have no effect on the temperature. Also, the current tank temperature is indicated by the thermometer on the top bar, it ranges from "-!!" and -9 to +9 and "+!!". Colors also indicate the temperature, with green being the midpoint between too hot and too cold.
Sorry for the confusion and thank you for playing this mess I made! :D
A bober game, amazing! :D
[insert that Polish meme]
Jumping is a bit too "sharp". A common trick is to lower gravity while the jump key is pressed to allow for different jump heights depending on how long a jump input is held (yes, this is unphysical, but very intuitive for gameplay). And the gravity is perhaps a bit too strong and could use some way to limit the falling speed (either by implementing a cutoff or friction). For swimming, jump input could be used alongside up input to swim up, for more intuitive controls.
Lovely graphics, well polished look. Super cute! And I saved the pond! :)






