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Cart #metrash-2 | 2019-08-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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METRASH

A top-down-shooter metroid-like.

Cursors keys to move, Z / X to fire.

1 hour or less playtime, does not save.

This is my first Pico-8 project. Apart from the class definition (which I abstracted) I wrote the whole thing from scratch in 2 weeks of spare time. This meant it turned into more of a shmup odyssey than a metroidvania. I will have to listen to a lot of feedback before I know what weapons, monsters, and topography would have worked better.

Let me know what you'd expect from a sequel.

P#66332 2019-08-03 12:15 ( Edited 2019-08-08 07:37)

:: Numzyx

fabulous game. I especially love how each upgrade has its own upsides and downsides- other than firing direction- to give reason to go back and pick up older upgrades.

P#66333 2019-08-03 13:57

That is one amazing game :) as usual your games are brilliant :)

P#66334 2019-08-03 14:25

Wow, brilliant game!

P#66352 2019-08-04 07:20

Very nice! I escaped but I have a question:

Can I destroy the red core thing I encountered soon after getting the leftward attack?. Seems I would only be able to hit it with the downward attack. Would that give an alternate ending?

P#66402 2019-08-06 04:03 ( Edited 2019-08-06 04:06)
:: st33d

No, there’s only one ending.

P#66408 2019-08-06 08:57

The game needs a map or a mini-map at least. It's hard to find one's way around sometimes.

The room with the section filled with

only shooters and exploders
could be made a bit easier.

Bosses would be great.

Switches or other puzzle elements could be added.

Diagonal weapons? :D

Z-axis weapons? ;D

🎡🎢 Music 🎢🎡 - Each weapon has it's own music track / theme

That's all I can think of at the moment, which you could add to a sequel.

P#66431 2019-08-07 04:04 ( Edited 2019-08-07 04:11)
:: st33d

I finished with 600 tokens left so I've no idea how I'm supposed to add all of those features :P

I'm planning a director's cut though, so I will tweak some hit boxes and make a few bit less awkward. It might be worth adding some background art to help you figure out the size and shape of the map too (but there really isn't space for a minimap).

P#66436 2019-08-07 09:13 ( Edited 2019-08-07 09:15)
:: st33d

DIRECTOR'S CUT

  • I've trimmed some bulk off of some rooms, whilst still leaving the same challenges in place - giving you a bit more room to dodge.
  • Round bullets have a smaller hitbox - I tried a smaller hitbox on monsters but it felt awful and I don't have the tokens to get fancy.
  • A number of people asked for a map - I kinda prefer that you get lost in it. Imagine Dark Souls with a map - it wouldn't work. But I've added some map panels in some rooms to help out without giving everything away.
  • Animated a certain room.
  • A title screen.
P#66454 2019-08-08 07:43
:: rosagi

Cool game with a coherent audio-visual style, and a unique look and playing style. I appreciated the loops within the level - the fairly steady progression and recombination of simple elements kept me playing and retrying for some time! A few random switches with drone/npc objects could tweak up the difficulty/variety? Though I imagine without map restriction a similar progression could be scaled over much bigger level. You did very well in having the level inform me how to play the game!

P#66498 2019-08-10 11:46 ( Edited 2019-08-10 11:47)
:: dredds

Great game. Very polished. Really held my attention. The progression works really well: introducing new weapons, enemies & combinations of enemies & obstacles, and greater challenges at a good pace. I look forward to a sequel.

P#66620 2019-08-12 19:46

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