Original bubble-pushing puzzle game!
Cover the gray diagonal lines in each level with a small, medium, or large bubble (doesn't matter which size).
|Blow a bubble:||Hold and release X key|
|Restart level:||Hold Z key|
|Pause menu:||Enter key|
If you manage to beat the game, please post a screenshot with your "TOTAL BLOWN BUBBLES" score!
Also available at: https://trevorade.itch.io/bubble-pond
- Undo support with O / croak!
- Faster lots-o-little-bubble creation!
0.6 - 1.0.1:
- Fixed some crashes associated with the menu.
- Made resetting-via-croak less depressing.
- Implemented actual title screen.
- Implemented bubble blown tracker per level.
- Added special level selection screen when you beat the game. Shows how many bubbles blown per level. Shows total number of bubbles blown (try to get your count down!)
- Moved level 10 to level 12 to better balance difficulty (I think)
- Levels complete! Added puzzles 20-25
- New puzzle mechanic!
- Toggle music from menu
- Slightly fancier dumb cartridge art!
- Dumb cartridge art!
- New puzzle mechanic!
- Added puzzles 14-20 using said new puzzle mechanic!
- Restart level from pause menu
- Clear progress from pause menu
- Hold Croak to restart level (useful for limited bubble levels)
- Animate bubble growing/shoving
- Added puzzles 11-13
- Redrew clouds
- Added puzzles 8-10
- Made holding X not keep creating new bubbles
- Added a level select screen
- Saved game progress to cartdata
- Fixed some bubble pushing logic
- Added a 7th puzzle
So my primary goal for this one was to try to avoid just creating something I've already played before.
I was slightly inspired by Fire and Ice on the NES but this is pretty drastically different from that by this point.
I'm still figuring out what types of bubble locomotion are possible to create puzzles around them :)
For anyone curious, the level complete music is based on the "Victory" theme from "Reversi" from the Intellivsion:
And the game music itself is the "Inventory" theme from "Dragon Slayer 4 - Drasle Family (Japan)" from the MSX:
This one was kind of surprising. It's a really cool song for being an inventory theme. Give it a listen to with http://midiplayer.ehubsoft.net/ (be sure to change the "MIDI Player Type" to "Web MIDI Player"). Anyways, I felt that it fit the tone of this game.
I converted these to .p8 files with:
oh I noticed one input issue: when holding down the bubble button, once the bubble reaches max size, if you don't release the button quick enough, another bubble starts, which can be frustrating when there is a bubble limit. If button-release timing is not meant to be part of the challenge, then I would suggest an improvement: prevent another bubble from starting until the player releases the button and pushes it anew.
@kittenm4ster Thanks for the suggestion. I actually intentionally programmed allowing multiple bubbles to appear without letting go of X.
You're probably right that that's more harm than help. I think I wanted it when I was working on the bubble shoving logic and I was creating lots of bubbles on a blank screen :)
I'll remove it from the code next time I work on the game.
The only extra visual polish I can think of would be to have some leaves or something blowing around in the background so it's not just the blue background. Maybe some swampy trees in the background? They'd have to be pretty light tones to not be distracting though.
A title screen and win screen could be good too.
Nice changes! When I first played I wondered what croak was for, and I wanted a way to restart the levels with limited bubbles – two birds with one stone :) Perhaps add a "Restart level" option to the pause menu to be able to reset even quicker?
So the cartridge art was a bit of a cop-out :) I created the picture in Photoshop using the PICO-8 palette, saved it as a PNG, imported it into PICO-8, wrote a little program which just rendered the entire sprite sheet to the screen, typed F7, saved the cart, then, finally, I copied the
__label__ block from this new cart over to my BubblePond one.
I think the very last thing I'm going to do for this game is create a title screen using the space I have left. Before then I need to:
- Create the last 5 puzzles
- Reorganize all the puzzles to optimize the difficulty curve
- Implement bubble counting per level so that completing the game presents you with how many bubbles you used. You'll then be able to go back to a level and optimize your solution to get your total bubble count down
- Update the level select screen to display how many bubbles you used per level
For the title screen, I'll probably see if I can compress the large image somehow. Maybe something like this: https://www.lexaloffle.com/bbs/?tid=3930 It would be nice if the memory space included the Cartridge Cover as I could just read it.
As for having the reset level on the level select, I don't really care a ton :) That could be some polish I perform on the game towards the end.
Cool. Glad you guys enjoyed this!
I'm toying around with the idea of recreating this game using Defold and releasing it on iOS / Android.
The idea would be to add more levels (especially easier ones), more mechanics, better graphics, etc.
I'm still playing through Hollow Knight at the moment which is stealing most of my free time after the kids go to bed :)
Crazy! This is the first time I've seen that game. Gameplay looks closer to Sokoban and visually it looks like The Adventures of Lolo but it does have bubble pushing! I guess no idea is completely original.
I'll have to avoid playing this game so I don't unconsciously steal any ideas. Thanks for pointing it out though.
thanks dw817, damn they made really nice games back in the day! you think I can play that old game for free somewhere?
By the way I'm stuck at level 7, I suppose there is a method that I missed, when I move the lower level bubbles, the upper ones don't move so I don't find how to proceed
[email protected] You can do it!
The trick with that level is lining up multiple large bubbles to push bubbles further to the left while still being able to push them up.
I could show you a screenshot but it's more satisfying to figure out the solution on your own :)
Hi Floman. It's pretty easy to play Super Nintendo today. Just search for "SNES Emulator." Settle to download "ZSNES for Windows" from a safe site. Then search for "SNES Little Magic." Download it. It should be a .ZIP or .7Z file.
If it's ".7z" just unpack it.
Put the two together and you have the game !
There are generally multiple solutions per level. Especially on the ones with unlimited bubbles. If you go back to play a completed level, it will tell you your lowest bubble score per level. You can then try to optimize your solution and reduce bubble waste.
Thanks for the compliments! I'm pretty happy about how this game turned out. If I were making this commercial, I would add a lot more levels (especially more easy ones). There is lots of room for additional mechanics.
yeah, and a level creator with a community website to automatically publish your levels (like pico site in fact :P)
and this could be a neat indie puzzle game
think about it
if you never do it, one day I'll be forced to copy this game and make it happen :P
I finally beat the game again! So hard! These are not optimized. I was just trying to get through this again.
17 took me a while to work out something that works.
18 was a touch easier than 17 for me.
24 took me a while to work out a solution. I like this one for just how unique it is.
25 was quicker than 24 for me this time.
I really am proud of this game. It's super challenging to make fun but non-trivial puzzles. I've thought about expanding this to a Unity game but just haven't found the time.
I'd love to see people download the original cart and make their own levels! There is some custom scripting for level text and themes per level but it's mostly just the map for levels.
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