Edit for 2017: The Lair has now been updated with 60 fps support and new pixelart, making it look and feel even better! I also tweaked the combo mechanics so it's easier and more fun to rack up big combos. Have fun!
If you'd like to support me and the game, you can also play and donate at on itch.io!
Controls: Arrow keys - for moving around, O - for stabbing things and controlling menus, X - for blocking things that try to stab you, hold O - for a super-charged attack, double tap direction - for dashing to safety.
So, this is The Lair, a PICO-8 fantasy beat'em up that I've been working on and tweeting about since forever. Try it and let me know what you think!
The whole game was made by two people: @gruber_music, who provided (you guessed it) the audio parts, and me, who provided... everything else ;).
HEY! Sort of a cross between Golden Axe and Ghosts and Goblins.
Very nicely done with the atmosphere, paralax scrolling, and introducing new enemies, as first you get just a few, then you're pummeled by those satan-dog things that puke stuff at you that costs you health, so you have to take those out pretty quick with the next fight(s) when you come up against them again. And throwing in potions to help out was also good as well.
Then those blue witch pains in the ass that rush you on the second stage--ack, one of them took away the last of my health in a fight.
Well done! Looking forward to seeing what comes up in the later levels.
Hey everyone, one request - can somebody with a Pocket CHIP try the game and tell me if it runs there?
I heard that it doesn't, but can't verify that as I don't have the hardware. If there are any obvious errors, I'd like to fix them cause I'd really like to see the game on a portable PICO-8 :).
The game is also up on Kongregate now - if you have an account there, a rating would help a lot :).
Yeah, with help from some people over at PICO-8 Slack I managed to figure out the problem.
PocketCHIP's PICO-8 is a different version, and counts Lua tokens differently - for some reason, it pegs The Lair at 10192/8192 tokens and refuses to run it. I'd love to help, but I'm at a loss - even if I had a PocketCHIP, getting rid of 2000 tokens is not realistic...
I hope a future update for the PocketCHIP will fix the issue by getting its maths to be consistent with the desktop versions.
The actual title screen looks pretty weak when it's a static tiny 128x128 PNG on screen, so I used the thumbnail I did for itch.io and other sites in its place.
The splashes are kind of funny, since to save some space they are the same as damage shockwaves used by stonemen and the blue projectiles - just with damage turned off. Was looking for a way to make picking up potions have the right feel while not using more than 10 extra tokens :).
Quite a good battler ! Something you might add could be where if the player lingers to long in a spot, an arrow with text appears. "Go >>"
If the player does not heed this warning, then a fire wheel appears from behind to mow down the player. I think they've done something like this in many battler games.
In Double Dragon for the NES, once you've beaten all the attackers in an area, the game shows a thumb pointing to the right and a chime sounds to remind you to keep moving forward.
You are not the first person who wrote to mention having compatibility problems with running PICO on Pocket CHIP compared to Windows or Online play with certain carts.
I had this with GFA-Basic years ago. Drove me batty to try and get it to work right. Hopefully there will be a solution and the situation resolved soon.
felipegve: Unfortunately, Pocket CHIP PICO-8 has differences in how it counts cartridge sizes, so it thinks Lair is 10000+ code tokens (which makes it 2k over the limit) and rejects the cartridge.
That's not something I can fix on my end, unfortunately - maybe a future PICO-8 update for the CHIP (if such a thing is possible) will fix that.
I keep playing this it's so good. Especially how each enemy doesn't have the one strategy to defeat it , but a couple of them that you need to be familiar with and adjust on the fly depending on the numbers and position.
It makes the fights feel reactive and fresh. Much bigger games fail to pull this off , so you should feel proud of this @krajzeg.
Also I hope you like my list of terrible names for the monsters
> Also I hope you like my list of terrible names for the monsters
The DARK CHAIRMAN approves of your list.
Thanks for the kind words! Trying to make the enemies distinct in their feel and the strategies needed was one of my goals for the game, and I'm glad I managed to pull it off :). I hope to be able to work on a bigger version of the game somewhere down the road.
God I love this game. This is a real retro feel with quality polish.
How many different looking levels are there? I couldn't get past the first :)
I always play games on the hardest, non-nightmare type difficulty. The reasoning is at the hardest, the game is at its "best" and you get the full experience, it's not holding back on you. Nightmare difficulty settings (and they should make themselves known as such, which your game does!) are a more "insane" level of difficulty for people who've already completed the game.
@krajzeg Did you shorten all the function names by hand or did you use some sort of compilation tool? I want to look at how everything was coded but it's impossible to read when the functions have 2 character names. I'm not complaining, just curious to know if there's a more readable version of the source.
Love the game btw
It's an automated minifier, a very rough Python script I wrote myself. I have to use it for my big PICO-8 projects (Dank Tomb, this one) so that they fit under the compressed limit for cart size. Without minification, they are both about 60% too large to fit in the PNG format.
The unminified source for this (and all my other PICO-8 stuff) is available on my Patreon.
Thanks for your (considerable) support!
After the 60fps update, the shield protects against exactly one attack - once the attack connects, your shield drops until you press the button again. You get bounced back further though, so there is some time to avoid the next attack.
My intention was to add a better rhythm to using the shield, and prevent tanking behind it against big groups of enemies (which was a boring but effective tactic).
The wraiths (grannys ;) do bounce further. Originally, it was because I forgot to tweak a constant during the 30fps->60fps refactor. But I liked what it did (making them harder to pin down), so I did not bring their "weight" all the way to how they behaved at 30fps.
The one other change in the 60fps build is a new combo timer. It resets not only when you hit something, but alsho when you block a hit with your shield, letting you get higher combo counts more easily.
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