512px under
Year 4096. A burried building with lasers and traps. How many lives will it take to leave this place ?
- Jump, wall jump and dodge lasers
- 18 memory cards to collect
- 32 rooms to explore (with lasers in them)
- Auto-save
- 1 red cube
- Lots of lasers !
Controls
- Arrows : move
- V (or X) : jump
- C (or Z) : grab/drop
Move and jump
Grab and drop
Wall jump
About
This game is my first Pico-8 game. It is also the first game I manage to finish after a few attempts with game engines such as Unity and Godot. It took me 1 month to complete the first published version. The Pico-8 restrictions allowed me to define a manageable scope for this game. In the end, I used the entire space available in the map editor and the spritesheet editor. The code uses every token allowed.
Changelog
v1-beta :
- Update rooms (adjust difficulty on the main path)
- Fix seconds and frame counters not being properly saved and restored
- Auto-save state when close to a spawner tile instead of saving when changing room
- Show which button to press to teleport and decrease button hold duration
- Increase jump buffer duration and coyote jump duration (grace frames)
- Decrease walk acceleration to make it easier to move by 1 pixel
- Increase lamp range
- Red cube won't spawn if there's no saved data
Absolutely gorgeous, loved the music. Any tips or resources for developing that wall jump?
Thank you <3
For the physics, I (obviously) looked into the original Celeste code and from there I took my own decisions for inputs and logic as I play tested it. I guess the important points in my implementation would be :
- Applying a force to the player's velocity in the opposite direction of the adjacent wall. This force should take over the current velocity so that the direction is more predictible
- When the wall jump starts, start a cooldown timer in order to ignore the direction inputs for a few frames. This make easier for the player to adjust its horizontal inputs and also makes the jump direction more predictible
- The friction also really helps to make the wall jump manageable. When the horizontal input points toward a wall that allows wall jump, then set the Y velocity to a constant (that is way smaller than gravity). Only do it when the player's going downwards because otherwise it would interrupt normal jumps.
Hope that helps
[Please log in to post a comment]



