I'm back! It turns out my game had heavy slowdowns after this several Pico8 updates, but on the other hand I got a bunch of tokens! I optimized the game quite a bit, added a new enemy and more. Still not finished, but I hope I'll be able to play this on a PocketCHIP soon :D
I hope you like it!
You're the son of Death, he is out for holidays, and left you in charge of the whole soul reaping business. But for some reason, the undead got out of their graves and are wreaking havoc.
Your objective is to find all the scattered souls in the graveyard, and to find the source of this madness.
Everytime you die, you will lose a Soul. If you lose all of them, you die for real. Souls are also your score, so the more souls you have when you reach the ending, the better player you are :D
Right now there's no ending, no highscore screen, nothing. But you can still get a bunch of those souls placed on the map.
There are also two Great Souls, hidden in difficult to reach areas. Those are upgrades, that will allow ReaperJr to Double Jump or Charge his scythe and release a special attack.
Arrows to move
Z: Jump. Press again to double jump after getting the Blue Flame upgrade.
X: Attack. Hold for charge attack after getting the Green Flame upgrade.
-New enemy: Spinning Flames With A Face On Them (Name is not final. Probably)
-UI elements that show the upgrades you possess.
-You lose souls after dying. If you don't have any when you die, its game over.
-Spikes don't make you lose Hearts anymore. You just die. Don't fall on them.
-Spikes also got a new tile. Way deadlier :D
-Lots of stuff. I won't go into much detail.
-Remade the main song. New song on title screen.
-Ah yeah, there is a title screen :D
-A new zone, the Big Root, which contains the first upgrade of the game: the Green Flame.
-Three new enemies (although one is a palette swap): Franky, Audrey and SuperFranky.
-New mechanic: bullet reflection. Attack an enemy bullet shot by an Audrey to reflect it in the direction you're facing.
-There are ways to deflect them in different directions, but I won't spoil that :D
-Checkpoints. Also you can (and probably will) die now.
-Added Charge attack. Hold down attack until effect and sound changes. You'll have to unlock it on the final game, same as the double jump.
-Buttons have to be pressed down, released and pressed again to work (no more auto-double-jump)
-Added a dramatic pause effect when you hit enemies.
-Added animation for the jump
Thanks for your comments!
I'll balance the attack speed, range, etc... after I have some more enemies, so I can test it out accordingly and make it feel good without it being overpowered. I'm working on a more powerful charge attack, so that could give you the extra range.
Good to know the tokens aren't that big of an issue, I hope I don't hit the limit too soon :D
I can help a bit.
It seems that you don't have defined screen borders.
I'll take some code from my WIP, Smash and Crash:
if (pl.x < 27) then --camera code for X movement here end
You can do the same for Y movement, but make sure that you start them higher than the camera border!
You can see it in action by playing my WIP.
A little update on the game progress so far (I won't upload a version until I have something that resembles a proper map :D).
-Charge attack and Double jump can be unlocked by picking up a Strong Soul, which are hidden in certain parts on the map.
-The main objective is reaping each of the normal Souls that you can find on the level. A Soul counter on the UI shows your current amount.
-Now you die if you hit 0 lives :D
-Graves will spawn a ghost every few seconds if you are withing range. You can destroy the graves with a normal attack, and there are hard graves that require a Charge Attack to be destroyed.
-Text feedback when you get skills, souls, etc...
-Particles effects on.. everything.
-Ghosts are animated now.
-A lot of new tiles for background stuff, and lot of tree parts, platforms...
Thanks for reporting this! I'll look into this matter asap.
Right now most of the game is finished. The underground zone is almost complete, and I have to build two zones more. I'm also on the hunt for bugs, as there is crazy stuff happening with the collisions.
I'll probably upload a version with the 2 main zones, stay put.
I'm loving this. I didn't think it'd have wide open levels like this at first, but it fits great with the gameplay.
Art style is fantastic. Animations are great-- seeing those animations in response to the controls provides great feedback-- the attacks have a really tactile feeling that I love.
Only issue to make note of is very occasionally the scrolling jitters when stopping, or changing direction.
This is poised to become my favorite Pico8 game, I think. I'm a fan!
Thanks Retsyn! Your game is a great reference for me, so i'm really honored :D
Yes, I notice the jitter too, and the controls aren't as responsive as I'd like, i'll try to fix that. Probably will turn the jump into a variable jump, so it feels better. I'm happy with the aerial movement though, I think it fits the game.
I'm really interested in reading more feedback about the game, so please tell me what you think.
@MaikelOrtega, I really love this game! I love all of the little effects you implemented. Could I please get your help creating a particle effect just like the one you have for the lights? Each time the player interacts with a flower.
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