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This is a one button dueling game.

Hold to run, let go before passing to attack.

Whoever hits hardest wins.

Rules:
If neither player let go before passing, it's a tie.
If one player let go before passing, that player wins.
If both players let go before passing, the winner is decided by speed. If speeds are the same, it's a tie.

Made for #OneButtonJam.

Cart #26820 | 2016-08-13 | Code ▽ | Embed ▽ | No License
21

Play it on itch.io!

One of the main things I wanted to try out with this game is an online multiplayer mode using the webplayer + GPIO stuff I experimented with in my PICO-8 twitter feed. You can try that out on the itch.io version of the game, which lets you connect to another player for peer-to-peer matches (using the Peerjs library and a heroku server to broker connections).

All in all it's a pretty simple game, but I hope it's interesting anyway!

P#26821 2016-08-12 20:24 ( Edited 2016-08-13 17:18)

Not only is this really well done but its so smoothly animated i cant believe this was made with pico-8

P#26824 2016-08-12 21:49 ( Edited 2016-08-13 01:49)

This is sweet. Not only technically but it's just fun. Had my wife playing against me for like a half hour.

Haven't dug into the code yet but if it's really "that easy" then this changes things. Making a game for web play or even local 2-player is one thing, but now to think up ideas for players on separate screens...wow...hmmmm....

P#26826 2016-08-12 23:38 ( Edited 2016-08-13 03:38)

I apparently can't get anything besides a Tie, but this is beautifully animated and sounds great!

P#26848 2016-08-13 11:59 ( Edited 2016-08-13 15:59)

Honestly, I found that dealing with servers and the mental gymnastics that come with online play are the tougher part of making something like this. If you can get past that, transferring data over GPIO + an established connection is much easier in comparison.

In retrospect, it probably would have been smarter to start out with something where latency wouldn't really matter, and my choice to go with peer-to-peer multiplayer was mostly decided by laziness and ended up complicating things. If someone wanted to try making their own online game, I think going turn-based + websockets would make those initial steps a lot easier.

btw the "Online vs." option on the menu is supposed to be disabled in this version. It's correctly disabled in splore, but I think the BBS might be doing something weird with the GPIO pins (that's why it auto-selects a character for the non-existent opponent too). Does anyone know what might be going on there?

P#26850 2016-08-13 13:18 ( Edited 2016-08-13 17:18)

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