Arrows move the cursor (which automatically select the closest lepicon)
Z changes the action (bar on the bottom)
X applies the action to the selected lepicon
The game is very simple, take your Lepicons to the other portal using them as tools (the different actions on the bottom).
I've been working on this game for this month (during my free time) for my One Game a Month entry. I hope I can keep it up this year and it's my first project on PICO-8 (by which I'm falling in love).
I tried to make a game of how I remember the classic Lemmings to be like, I don't want to go check how the original game actually worked, I want to do it using only my sweet (and maybe distorted) memories as guides.
The game is close to be playable but not quite finished. There are only two levels (which are very simple to make) but they haven't been balanced yet.
If anyone has any idea on how to speed up the level generator process (it's taking around 4 seconds to load) as I'm not quite a programmer.
And if there is anyone interested on working on some music for the game just let me know (I suck at it, but will give a try)
-Added some easy levels for a quick way to learn how things work. Does anyone actually feel there is a need for tutorials? (personally, I'm not a big fan of them)
-Not all levels have been completely tested and balanced
-Some fixes on the lepicons behaviors
-Most of the mechanics should be working.
Next step is adding sound fx and some music (maybe)
Thanks for the input keiya. I feel more comfortable doing some levels with simple tasks (as you suggested) so the player can slowly get the hang of it. So that's what I did it for the first 4 levels.
-Balancing the "tutorial"levels
-Added some SFX and music (please let me know if they're annoying)
I have two more days to call it a complete game (I'll probably keep working on it for a little longer though)
Thanks Liquidream, I appreciate it!
-Finally able to remove the level's layout flashing for a frame before loading
-Some changes on sound/music
I think it's missing a "game complete" screen, then I can call it done for now, or it can be moved out of the WIP section and I will be working on eventual bugs, balancing and adding more levels.
Something that would help the consistency of map generation here (which would make gameplay work the same when you retry a level a lot) is if you set a specific random seed using srand before "loading". To keep the dynamic variation between differing levels, even if they happen to share most of the same design, the srand input could be based on the level number.
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