Working on some 16 x 16 sprites for Love Letter. From left to right:
Guard
Priest
Baron
Handmaid
Prince
King
Countess
Princess
Skull and Roses
Skull and Roses is adapted from the excellent Herve Marely card game Skull Link to BGG
Gameplay
Start of the hand
Each player chooses one card and places it face down on his mat.
Placement of cards: Place a card or challenge
Starting with the first player and going clockwise around the table, each player may either:
- Place another card face down on their mat
- Or they may challenge. A player with no cards in hand must challenge.
Challenge: Pass or raise the bid
The player who issued the challenge bids the number of cards he intends to flip.
Going clockwise, each player must then either:
- Raise the stakes by increasing the previous bid
- Or pass his turn and push in his game mat to the middle of the table
This continues until all players but one have passed. Remaining highest bidder called the “challenger.”
Revelation
The challenger must reveal the number of cards he bid.
- The challenger starts by revealing all the cards on his own mat.
- The challenger may then reveal any card from the top any other player’s stack.
- This challenger continues to flip cards one at a time.
- When a Skull is revealed, the challenger stops flipping cards. He has lost the bet.
- All players take their cards back into their hands.
- The challenger loses one card from the game.
- If the challenger loses their last card, they are eliminated from the game.
- If challenger flips number of Roses equal to his bid, the bet is won.
- If a player has won his second bet, he wins the game!
Controls
All players use controller one. When you complete your action pass the device to the next player.
o to play a card
x to issue a challenge, raise, or pass
o to flip a card on the mat
Screenshots
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Updates
v 1.0.1 Bug fixes
Source Code
Started work on a game in which a hermit crab looks for a new home. Shelving it for now while I work on some other things but I liked the cute animation of the crab so I figured I would post it. Enjoy.
I had an idea for a new game. The idea is to grow a bonsai tree using a deck of cards. You will continue to build your deck as your bonsai grows, achieves balance, and gains prestige. I am taking a lot of inspiration from both my love of board games as well as my love for Bonsai horticulture. To make the tree I am creating a map of each branch off the main segment and generating the geometry of the branches on the fly. The game is still in a very early stage of development but I still thought it might be interesting to share the first screenshot.
Next I am going to be adding the foliage and flora before I start working on the deck-building component. Stay tuned.
Garden v 1.0.1
Garden is a puzzle game to match flowers in a garden to earn points.
Gameplay
- Match 3 in a row to score points and earn coins
- Use coins to purchase greater varieties of flowers and special abilities
- Get the highest possible score before the clock runs out
- There are a total of twelve different flowers: carnation, violet, daffodil, daisy, lilly of the valley, rose, water lily, gladiolus, morning glory, cosmos, chrysanthemum, and holly
- Four special abilities: clear screen, reset the tiles in the stack, increase timer, and reduce the cost of the stack
Controls
X to select a tile from the “stack”
O to switch between your “stack” of tiles and your special ability cards
X to use a special ability card
When a tile is selected
X to place tile in an empty spot in the garden
O to rotate a tile
Changes
v 1.0.1
Added delay in game over screen
Added animations on cards
v 1.0.0
Added sound and music (thank you @Gruber for the tunes and sfx)
Added animation
Screenshots
Source Code
A little demo I made using the sprites from Metal Gear Solid: Ghost Babel. Testing out working with larger sprites.
Archipelago
Archipelago is a real-time strategy game in which you are vying for control of as many islands as possible to harvest resources, establish trade routes, and build your civilization.
Controls
Directionals to move your cursor around the map.
x to select a unit, when selected x to move a unit to a new spot
x to bring up the toolbar, x to select, o to cancel
o to get info on unit/terrain
Features
Build several building types: house, farm, barracks, port, mine, storage, woodmill, and waypoints
Harvest food and ore from farms and mines respectively
Upgrade buildings
Move workers, troops and ships around the map
Build troops at barracks, ships at ports, workers at houses
Combine troops and ships to increase levels
Manage resources
Units can travel by sea
Upcoming Features
Enemy AI and improved pathfinding
Trade routes
Battles
Randomized Islands
Source Code for the project is available on Github
Release v 0.2.0
Added map designations. Now you can only build if you have units on an island
Island designations show up in dialogs
Release v 0.1.8
Units can now be assigned jobs
Units can embark on ships
Ships can disembark units on other islands
Release v 0.1.7
Added workers
Pauses on dialog and toolbar
Limit movement to local
Updated control scheme
Bug fixes
Release v 0.1.6
Added goals
Added food costs
Added labor costs
Release v 0.1.5
Resource limits
Storage increased resource limits
Building costs
Additional dialogs
Release v 0.1.4
Combining units raises levels
Units can no longer be moved on buildings
Updated verbiage in toolbars
Release v 0.1.3
Added toolbars to select unit/building
Release v 0.1.2
Context menus based on terrain
Added wood mills, storage, and waypoints
Priotizied drawing of units
Release v 0.1.1
Some minor bug fixes
Setting up farms and mines will accumulate resources daily
Added tactical mode
Added controls, turn order
This is my first attempt at a d-make. The goal is to recreate the original Archon for the C64 from Freefall
This is my first attempt at a Pico-8 Game. I made this for my wife to play with our cat Aesop. When he is hungry feed him eggs, burgers, steaks, and turkey. When he is full take a nap and then go eat again. Just like a real cat.