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Cart [#52573#] | Code | 2018-05-10 | No License | Embed

This is my first attempt at using PICO-8. I'm pretty impressed with how quick and easy it is.

The code's a bit messy because I didn't really know what I was building at first, and I've never used lua before.

P#52574 2018-05-10 09:05 ( Edited 2018-08-20 15:24)

really nice graphics. too hard for me though.

P#52575 2018-05-10 09:32 ( Edited 2018-05-10 13:32)

Incredible graphics! Really nice

P#52576 2018-05-10 09:36 ( Edited 2018-05-10 13:36)

That's a really nice platformer. Managed through the game, some jumps are really hard to master. Graphics and animations are really great (wish I could draw similar artstyle too^^); you put a lot of effort in the game.

I like the simple yet effective implementation of the camera^^.

Definitely like that game.

My score:

P#52577 2018-05-10 10:02 ( Edited 2018-05-10 14:04)

Very good!
Got a celeste feel in a much more aggressive environment
(or Tombraider in kinder garden?? :)
I'll try to finish it (looks like the map has some surpises...)

But man, make it 60fps - you've got plenty of cpu left and such a hardcore platformer needs those extra fps.
(yeah, I know, it means revisiting all your gameplay variables...)

Minor math comment:

function distance(x1,y1,x2,y2)
 local xd = abs(x1 - x2)
 local yd = abs(y1 - y2)
 local dsq = xd * xd + yd * yd

should be written:

function distance(x1,y1,x2,y2)
 local xd, yd = x1 - x2,y1 - y2
 local dsq = xd * xd + yd * yd

That is, there is no point abs'ing a square value!

'Use native Luke' remark: function clamp(v,x,y) is natively supported (see: mid)

Token saving: you could claim a good deal of tokens using multi-variable init:

 local a,b,c=1,2,3

Token saving again, prefer inline table initialization (saves 1 token per field):

 local f = {
    x = 937,
    y = 48,
    radius = 0,
    angle = angle}
P#52578 2018-05-10 10:16 ( Edited 2018-05-10 14:16)
:: Davbo

Wow, really like your art style - spikes look really good and the metallic cave walls are both detailed and consistent with eachother.

P#52581 2018-05-10 11:21 ( Edited 2018-05-10 15:21)

Thanks for the kind comments everyone.

Astorek86 you did pretty well, its definitely got some hard sections and the final area is particularly punishing.

Thanks for the tips freds72. There are definately a lot of areas where I could save tokens and just generally clean up the code. I even left in some chunks of code from abandoned features that should be removed.

There are other things I'd like to have done to improve the game as well, but I don't think I'll do anymore to it, at least in the near term. It was the first game for a personal one game a month game jam which I started because I've been working on game projects on and off for years but never complete anything. It ended up taking 5 weeks so I just wanted to get it finished and move on to the next game.

P#52582 2018-05-10 11:45 ( Edited 2018-05-10 15:45)

Wow, I love it!

P#52583 2018-05-10 12:19 ( Edited 2018-05-10 16:19)

This is so good! The last section was brutal.

P#52587 2018-05-10 13:58 ( Edited 2018-05-10 17:58)
:: Stompy

Really great game. Brutal at points. Make it longer and add some music and I'd say it's definitely Celeste level good. Great job, looking forward to seeing some more.

P#52601 2018-05-10 22:41 ( Edited 2018-05-11 02:41)

beautiful graphics and good game feel. nice work!

P#52623 2018-05-11 13:21 ( Edited 2018-05-11 17:21)

Fantastic, sat playing it for a long time in my living room on my Pico-8 pi system ;) Love the challenge, and the animations/graphics are top-notch. Whether or not you add music, sometimes I like having no music. It can be calming whilst attempting something difficult.

P#52818 2018-05-16 20:28 ( Edited 2018-05-17 00:28)

Excellent game! The inertia was a bit difficult and I do wish the controls were tighter, but enough cannot be said about how clever this was. Plus, the spikes looked so dang cool! Thank you.

P#53106 2018-05-29 19:48 ( Edited 2018-05-29 23:48)

324 deaths, 29 minutes. Do I get extra points for persistence? ;)

Half of it was probably at the very last section. Trickiest part was keeping it cool after occasionally making it past that very hard jump...

Really enjoyable. Looks glorious and keeps everything at a nice balance between exciting/exploratory and quick-retry-hardcore. I imagined the music from Crazy Sue Goes On playing in the background. Feels aesthetically similar to a lower-res version of that game, except with mechanics that are actually playable!

P#53108 2018-05-30 01:21 ( Edited 2018-05-30 05:21)
:: NQN

This was lovely! I'm setting my wallpaper to my victory screen. 306 deaths in 27:14.

P#53156 2018-06-01 00:29 ( Edited 2018-06-01 04:29)

Great little platformer! Played great on my pocket chip. Most of my deaths were on the last two 'challenges'!

P#53230 2018-06-03 14:18 ( Edited 2018-06-03 18:22)
:: Chodot

Is this possible?
I think the other, who completed the game are crackers or used maybe bots.

P#53845 2018-06-27 12:36 ( Edited 2018-06-27 16:39)

I haven't beat the game but I can say that jump is indeed possible. I did feel as though the wall jump mechanic could be slightly tightened up for that particular area.

P#53847 2018-06-27 12:52 ( Edited 2018-06-27 16:52)
:: Chodot

Never had such a rage in my life from a game, but I didn't give up and finished this game.
Now I have to buy me a new keyboard :D

P#53864 2018-06-28 15:46 ( Edited 2018-06-28 19:46)

The game sends mixed messages about what kind of platforming it's trying to be:

  • It doesn't want you to hold the jump button and it doesn't have jump buffering, but it has tons of sequences where you jump right after landing.

  • The jump height is fixed and it preserves horizontal movement momentum when I let go of the key, indicating that I'm supposed to commit, but then I also have horizontal air control, indicating that I'm supposed to express movement during the jump.

  • The game wants me to go fast, except that I keep having to wait for the moving objects to resynchronize because their cycle continues after death. A good 100 or so of my deaths are simply due to me choosing to wait by dying over and over until the cycle lines up.

  • The game suddenly introduces the bubble cannon element halfway through with a completely new set of jump arcs that are again commit-heavy except for the horizontal movement. I'm mostly dying to the overly large collision of the spikes.

Basically it feels like a teacher that is being strict for no reason. The graphics are good though.

P#53870 2018-06-29 05:33 ( Edited 2018-06-29 09:33)

527 deaths.

I'm going to call that good.

P#53874 2018-06-29 17:15 ( Edited 2018-06-29 21:15)
:: Meep


P#54011 2018-07-08 19:34 ( Edited 2018-07-08 23:34)

Wow, this was a great little game! I wish the hitboxes were kinder, though. I think shaving off two pixels or so on each side of the dangers would make for a much kinder experience.

P#54024 2018-07-09 09:09 ( Edited 2018-07-09 13:09)
:: Parlor

This game is wild! 450+ deaths, but I got up there. Great work!

P#54029 2018-07-09 11:11 ( Edited 2018-07-09 15:11)

Really Hard, but very nice. I keep trying to dash though! :-P

P#54209 2018-07-16 08:23 ( Edited 2018-07-16 12:23)

I REALLY love how squishy and kinetic the physics in this game (and the character) feels, it's pretty much exactly what I'm trying to do with... probably far more mathematically intense code than I should be using, to be fair.

As far as the trouble spot... I'd say one more tile down to the right should remedy being stuck there. I mean, it's pretty early game, certainly not a cutoff point between winners and losers, and it still takes coordination to pull off; but that's literally the only thing about it I'd change.

P#55420 2018-08-20 11:24 ( Edited 2018-08-20 15:24)

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