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Cart #22282 | 2016-06-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
39

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!

DESCRIPTION
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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.

CONTROLS
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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.

UPDATES
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v0.4:
-Tiles redesigned.
-Optimization.
-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

v0.3:
-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.

v0.2:
-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

Old versions
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Cart #14042 | 2015-09-12 | Code ▽ | Embed ▽ | No License
39

Cart #13624 | 2015-09-03 | Code ▽ | Embed ▽ | No License
39

Cart #13561 | 2015-09-02 | Code ▽ | Embed ▽ | No License
39

P#13562 2015-09-02 13:01 ( Edited 2018-02-21 17:34)

Pretty good, but you may have to make the attack a little taller.

Other than that, you did pretty good!
Oh, and you don't have to worry about the token limit too much.

P#13564 2015-09-02 13:08 ( Edited 2015-09-02 17:08)

Love the character animation. A lot of life in that walk cycle.

P#13596 2015-09-02 22:50 ( Edited 2015-09-03 02:50)

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

P#13604 2015-09-03 04:35 ( Edited 2015-09-03 08:35)

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.

P#13614 2015-09-03 08:33 ( Edited 2015-09-03 12:33)

I got the highest score!

P#13667 2015-09-04 02:42 ( Edited 2015-09-04 06:42)

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...
-Title screen.
-Updated music.
-Particles effects on.. everything.
-Ghosts are animated now.
-A lot of new tiles for background stuff, and lot of tree parts, platforms...

P#13725 2015-09-05 15:18 ( Edited 2015-09-05 19:18)

I love atmosphere and sprite/animation of reaper, it's super cute :D

P#13726 2015-09-05 15:31 ( Edited 2015-09-05 19:31)

I was able to escape! I broke the controls by pressing [attack] or [jump] just as I landed, which created an infinite auto attack and an infinite double jump. Something is going screwy. This is in v0.2

P#13890 2015-09-08 21:58 ( Edited 2015-09-09 01:58)

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.

P#13901 2015-09-09 03:42 ( Edited 2015-09-09 07:45)

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!

P#14046 2015-09-12 10:06 ( Edited 2015-09-12 14:06)

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.

P#14125 2015-09-14 06:11 ( Edited 2015-09-14 10:11)

Really loving this version.
I was able to get 22 souls.

P#14139 2015-09-14 14:30 ( Edited 2015-09-14 18:30)

very good!
Well done.

P#22600 2016-06-10 07:32 ( Edited 2016-06-10 11:32)

@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.

Cart #49475 | 2018-02-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#49483 2018-02-21 12:34 ( Edited 2018-02-21 17:34)

Thank you so much! UwUslope unblocked
Congratulation for getting the ruby UwU 💖💖💖

P#115268 2022-08-05 09:51

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