This is my first Lua game using PICO-8 on my newly received PocketCHIP
Feel free to propose features :)
--- Changelog :
- Improve display performances
- Add hurt visual effect
- Add bridge (you can swim under)
- Improve monster AI to follow bobby if close enough
- Add delay after falling in hole
- Add hidden treasures
- Restore full life when finding new heart
- Improve monsters (move behind trees), explode animation
- Add delay after entering cave / falling in holes
- Add hidden stairs to access a new dimmed cave
- Add monsters
- Add holes and breakable floor
- Add diagonal move
- Refine map drawings
- Smooth moves
--- Gameplay :
It's short, but it felt like a true adventure for at least a minute and a half :)
Maybe add a dim underground cave system that requires a candle? It could span the whole map and have exits leading to blocked off secret areas in the overworld?
Nice work, I like to have several items and need to find where to use them. The size of the world is impressive too, but most of the map is empty. I would suggest filling them with random details. Having some transition sprite between land and water would help with the visual. Keep up the good work.
Thanks all for the feedback !
It is always in development and I only made the gameplay for the moment, the game design will come soon with a brief story.
I'd like to create transition sprite between each ground type but I don't know how to overlay several sprites directly on map with Alpha for the moment, have to look at this !
And, underground cave si already in the roadmap :)
This is a nice start! A few suggestions: make the pause shorter after an item was found; allow to move diagonally when two direction keys are pressed; try to adjust the camera so that the character is always at the centre of the screen; provide some audio feedback when the active item is changed.
I love this! You have to continue it. Defiantly needs a difficulty boost (as I'm sure you know) but the inventory system and the finding of chests that give you special powers is great. Also would like to be able to walk diagonally if you push two keys (as samhocevar mentioned)
I was stuck I couldn't find he bombs but, understood how to play quite fast. Controls are simpler but could probably be made even more simple but automating non-interesting choices (always be able to swim without selecting the flippers for instance; for candle, there may be a point in selecting it, it's up to you).
Otherwise, I think it's important to fix the sticky wall bug: when inputting a diagonal direction toward a wall, the character should slide along instead of stopping right there.
I thought the map discovery area was implemented by filling pixels in a specific memory region of PICO-8 (like the extended map data), but it seems you're using a custom table. I didn't expect a tile-precise discovery area anyway!
This has lots of potential. It was fun to explore the map and it'll be even more fun when it's finished. I like the way you used the two buttons to manage the numerous items, and the teleporters are cool. I have a few things to point out from my experience playing the game:
- You can get stuck in walls/obstacles (enemies too!)
- It's easy to 'clear' rooms by entering/leaving to reset the enemies
- The candles range is super limited, maybe add an upgraded version you can find?
- If you fall down a pit and are still holding the button, you accidentally fall down again
- The game over screen has a typo "loose" (should be "lose")
Regarding the first point, if you walk into a wall from the side you seem to get stuck until walk away from the wall again. It's very frustrating, but can also be used to trap enemies.
Looking forward to coming back to an updated version.
Thank you for the feedback ! It's been a while I didn't work on this game.
I always have to create the definitive map (here's only for gameplay testing).
I already know the sticky wall bug, I have to fix it.
I will have a look to disable the possibility to clear a room from its ennemies by leaving it.
For the candle, there is another (hidden) one with a larger range.
I added a delay before being able to move when you fall down in a pit to avoid you accidentally fall down again
Ok for the Loose ≠ Lose ;)
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