Quick thing I banged out for #7DRL, sadly in the same week my own dog died. Guide the roguelike dog through the rooms and floors of this dungeon, which get ever more dangerous each floor. How far can you make it?
The main actors are:
Dogue: Move with arrow keys, in rogue-like fashion. Wait as long as you like between moves.
Skeletons: Creep up to you and damage you if you're next to them. Move into them to kill them.
Meat: Pick up to replenish moves. You only have so many before you die of exhaustion!
Hearts: Pick up to replenish lives. You need these for when skeletons attack!
It's that simple. Hope you enjoy!
I won't be mad if you mute the music, I spent about 10 minutes on it.
If something is SUPER bothersome about this game, a response is more likely on the itch.io page as BBS doesn't notify me of replies.
itch.io page: here.
#1GAM March 2017.
#7DRL March 2017.
Z to start. Arrows move the player. Z to restart from the game over screen
Sudden inspiration struck a few days before the end of February, and here we are! Somewhat on time even.
Steer your character through driving snow to find meat using your amazing food compass in the bottom right! (It points to the food.) The heat timer tracks how close you are to freezing. You need to return to your tent before that happens!
Hope you enjoy this quick little game, I had a lot of fun making it. Apologies if the sound/music drive you up the wall, I ended up quite happy with them.
If you comment and I don't respond, it's probably because I have no way to receive updates on this thread! Sorry! I will try to check it regularly for a few days post-release. The Itch.io page will ping me though, I think, so if there's anything pressing you could try commenting there.
Itch.io page: here
I'm very happy to finally get MATCH3 off my chest! Holy god. Been working on it since about June/July 2015, just coming back to it again and again. Similar to TRAIN. Ugh. But it's now done enough for me to call it a day and call it a #1GAM for January 2017!
Itch page is here.
Z to advance any screen that's not the actual gameplay. Arrows move the cursor. Z rotates the cursor 90 degrees. (It should 'just work' at the edges.) X swaps the two tiles under the cursor. You have 30 seconds to get as high a score as you can! The more tiles are popped at the same time, the higher your score will be. This game should not require any colour distinctions, although it will probably make it easier if you can distinguish colours. Everything is shaped differently, even the highlight that shows when tiles are popping.
This game is something I've been working on for a very long time indeed. On and off over more than 18 months, though it certainly doesn't look it. I'd come back to it, try something, get frustrated, give up for months, and so on.
It's an interesting one. I got the basic mechanics of it working pretty early on. Kept getting a bit lost as to how many types of tile I wanted, how I wanted the end state to work, and persistent bug where matches in the last row or last column wouldn't be caught. (It was not an off-by-one error!)
Still a bug here or there, but I'd say it's pretty playable. Runs on a 30-second timer. Please enjoy!
I have stomach flu so the time that should have been dedicated to this was dedicated to that instead. But have this 80-minute game. Move the arrows to move your bucket. Catch the bricks before they fall offscreen!
It's been a busy month, and this is the only thing I was remotely happy to put out. I thought I could make parallax happen, and I kind of did, but then I liked the parallax so much I didn't know what else to do. So here is this chillout thing where you just fly your plane up and down and listen to the rain. Up/Down arrows to move.
Been working on this on and off for a while, wanted to actually upload some version of it and call it 'done'. It's a sort of roguelike where you have to collect coins and knives and hearts, while avoiding broken hearts. Mostly put together to test out roguelike movement, room linking, etc.
Z to start, arrows move.
A very short game put together in about three hours over a couple of days. Finding your best shirt can be tough with all these receptacles around the place.
I ended up putting a lot of time into the boilerplate of this game, going beyond my usual 3-state if-else block and adding a table of functions for updating and drawing, ordered by state. Also worked on an SSPR-based entity model. Not bad, I think.
Find your sweetest shirt! It's in there somewhere! Arrows move, Z opens a potential shirt receptacle.
Very straightforward game thrown together in about 80-90 minutes when I realised nothing was really getting ready/finished for August's #onegameamonth.
Control a rad person as they aim to save their precious physical media from the dastardly rule of scissors.
Arrows to move, avoid scissors, collect CDs.
I actually did sound effects (limited, but present!). Quite happy with the speed/completeness of this, full disclosure though I have a basic 3-state template (update/draw for title, game, endgame) which I loaded up as boilerplate so that I could maximise the time I had.
(Accidentally ruined the first submission here, but oh well. May try to get that one deleted.)
I made a game with not only vector drawing, but vector movement! It's not quite where I would like it to be yet, but it needed to get out the door so I could continue refining.
Z to thrust
X to fire
Left/Right to turn a discrete amount in either direction (this is the only decent way I could find of doing it so far, arbitrary rotation ruins the shapes for some reason).
Try to shoot down as many enemies as you can before one hits you.
Put this together based on another project (https://github.com/PROGRAM-IX/vectorwars). No sprites used whatsoever, all content is generated procedurally and drawn every frame. I love this kind of game, but thought it might be a little heavy for PICO-8. Apparently not, at least in this small version. I'll probably play more with this for other more complex games.
PROTECT YOUR HOME