Nana's Adventure is a single-cart PICO-8 game I made over the course of a month or so, it's a simple action-rpg type game with a variety of enemies and items. It was my first time making music in any context, so I hope it's not too bad lol. There is a trailer for the game on YouTube.
If you're downloading the P8.PNG file and you're interested in the code, I highly recommend downloading the spreadsheet "stuff.xlsx" found on the itch.io page as the code is much harder to understand without it due to having to strip comments.
Originally I had intended for a few more features such as rare enemies with unique drops and such, but I was unable to fit it in due to the PICO-8's constraints. I pushed the limits as far as I could, anyway.
I hope you enjoy this little project I made! I had a lot of fun making it. Thanks to the PICO-8 devs and community for your extensive API documentation, tutorials, and example code.
Version 1.1 -
-Fixed a minor bug that caused music to stop playing when attempting to enter the castle without the key, instead of stopping music from playing when beating the game (the music(-1) call was set to the wrong gamestate)
Awesome entry! The aiming system was neat and I enjoyed the sense of progression whenever I picked up new weapons, armor, rings, etc.
No, the spreadsheet is a companion explaining which dset/get indexes are for what, what the gamestate numbers are, the room ids for different zones, the enemy/item table structure (since it's all in a big split string,) etc. If not for the compressed cart size limit, a lot of that stuff would be in a commented list.
It also contains calculations for level up and equipment stats and such, which isn't stuff that was really necessary to include, but I figured anyone who was the type to peek at the code would find it interesting.
Yeah, the aim is a bit sketchy and if designing it again from what I know now I probably would've used the X button to lock the aim and intercepted the pause button for the stats menu. Though doing so would also require re-balancing as the game is currently designed around the sort of "dance" you have to do to both dodge and hit enemies.
As is I don't have plans to update this game further, save for any game-breaking bugs. Thanks for trying it anyway!
A cheap fix to the aiming system ( @Bananacup it's just 3 tokens) :
simply do not move while keeping the O button pressed so you can aim at least the second shot without running towards the enemy.
--if chksolid(newposx,newposy,2) == false then <--replace this with: if not(btn"4" or chksolid(newposx,newposy,2)) then
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