Nana's Adventure is a single-cart PICO-8 game I made over the course of a month or so, it's a simple action-rpg type game with a variety of enemies and items. It was my first time making music in any context, so I hope it's not too bad lol. There is a trailer for the game on YouTube.
If you're downloading the P8.PNG file and you're interested in the code, I highly recommend downloading the spreadsheet "stuff.xlsx" found on the itch.io page as the code is much harder to understand without it due to having to strip comments.
Originally I had intended for a few more features such as rare enemies with unique drops and such, but I was unable to fit it in due to the PICO-8's constraints. I pushed the limits as far as I could, anyway.
I hope you enjoy this little project I made! I had a lot of fun making it. Thanks to the PICO-8 devs and community for your extensive API documentation, tutorials, and example code.
Patchnotes:
Version 1.1 -
-Fixed a minor bug that caused music to stop playing when attempting to enter the castle without the key, instead of stopping music from playing when beating the game (the music(-1) call was set to the wrong gamestate)
Awesome entry! The aiming system was neat and I enjoyed the sense of progression whenever I picked up new weapons, armor, rings, etc.
No, the spreadsheet is a companion explaining which dset/get indexes are for what, what the gamestate numbers are, the room ids for different zones, the enemy/item table structure (since it's all in a big split string,) etc. If not for the compressed cart size limit, a lot of that stuff would be in a commented list.
It also contains calculations for level up and equipment stats and such, which isn't stuff that was really necessary to include, but I figured anyone who was the type to peek at the code would find it interesting.
this game is cool and all, but i wish the aim was complete ass, maybe make it like foxum that would be nice
Yeah, the aim is a bit sketchy and if designing it again from what I know now I probably would've used the X button to lock the aim and intercepted the pause button for the stats menu. Though doing so would also require re-balancing as the game is currently designed around the sort of "dance" you have to do to both dodge and hit enemies.
As is I don't have plans to update this game further, save for any game-breaking bugs. Thanks for trying it anyway!
the game is really cool, the only thing is that the character looks big and out of place in comparason to the other stuff
A cheap fix to the aiming system ( @Bananacup it's just 3 tokens) :
simply do not move while keeping the O button pressed so you can aim at least the second shot without running towards the enemy.
Line 128:
--if chksolid(newposx,newposy,2) == false then <--replace this with: if not(btn"4" or chksolid(newposx,newposy,2)) then |
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