Explore the underwater caverns. Get rich and spend on your vessel to go deeper.
- One upgradeable submarine
- Two hours of cave diving
- 12 different enemies to fight
- Many paths and hidden treasures
Peral is using the awesome music composed by Gruber.
Post your thoughts, please! And don't forget to back off occasionally, it makes a difference in dogfights.
This is my first finished game, and also an excercise to fit more interesting content in a cartridge than would seem possible at a glance. The menu sits on a separate cart alone and just passes the language pack on: theres no switching once the game starts.
Thanks for the feedback! I haven't come across a similar control scheme, and feared that this was for a reason. The ZX Scuba Dive for example looks agonizingly punishing.
However, I really didn't feel anything could be dropped to make room for, say, a dedicated acceleration button: Pico's square screen really calls for aimed non-horizontal shots, and reversing is needed when fighting enemies. I'm eager to try other schemes if you guys come up with any ideas. Even the original 1800's submarine had two vertical screws for depth control. Though it probably had more controls than two buttons and a d-pad. :)
@freds72: This was my first finished game ever, on any platform. I've been programming since I was twelve, mostly C++, but feature creep is my nemesis. Turns out Pico's imposed limits counter that perfectly.
This is incredible! There's an insane level of polish and creativity, and it's so fun to get lost in the world because it's so well designed. The art and music are beautiful. I can't believe you managed to cram so much content onto a pico8 cart!
Also I don't really don't mind the control scheme as much as everyone else seems to. In fact, I think it's really interesting and fun to get used to -- you have to think ahead a bit and move deliberately since you don't have full control. If there's one criticism I have (and it's more of a preference really) I feel like the fully upgraded anti-missile system was too OP. It made a lot of the smaller enemies pretty much unable to hurt you, and thus removed some of the tension from inching through the low-vision areas. I might try replaying it without getting that upgrade to test my skills :) Also, this is your first game? What?! You're incredibly talented!
This game is amazing. The movement takes some getting used to, but it works well after you do.
One likely issue—I don't think the final treasure chests get counted correctly in your total. The first two times I played it, I got 30/37 even after thorough searching, and there are 7 chests at the ending. I don't think I overlooked some other collection of 7 chests...
@hahhah42: Ouch, I should've seen that coming. The final chests are not supposed to count: I wanted the player to be able to check if they've found everything after the final boss. So you really missed exactly the same number of chests as there's at the end, and I can see how that can be frustrating. :D
I don't think I can squeeze in a separate "ending chest" gfx-wise, but maybe I can just end the game with a single palette-swapped golden chest. Or just make the final chests count; there would be a total of 44 chests then. I'll look into it, thanks!
Hidden chests (not exact locations, but hints):
@Phvli Huh, now I've got them all, but only one of your hints was news to me, and it accounted for just 2 of the missing chests. In truth, my sense of direction is rather poor, so I get lost easily in games like this. Must've just missed different random areas in the previous playthroughs without realizing it.
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