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.
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
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.
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).
- 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.
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!
This is an absolutely wonderful game! I love the variety in each of the different weapons, how you had to switch between the first two and work around the quirks of the third. I'm honestly kind of glad this game doesn't have a map - I wound up hand-drawing one myself, and honestly I enjoyed that far more than a simple in-game map. However, after drawing my map, I started noticing the other method you added into the game to keep track of positioning...
If you haven't seen it already, it looks like your game was featured in a game design article! That's where I found this, in fact.
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