- - - ABOUT - - -
So right after I finished my first released game, Messages, I decided that I wanted to try and make an RPG in Pico-8. Well, about a month and a half later, this is what that project became.
This thing barely fits on a cart, using all 8192 tokens, each of the 64 available sounds, and basically all of the sprite and texture data.
Oh, and I did what I could with the soundtrack, but I'm not a musician so I can't promise anything about it's quality.
And if you're interesting in finding out about future projects of mine, you can check out my Twitter: @Jusiv_
- - - BASIC CONTROLS - - -
Change Skill Tab (only in battle)
Interact (when prompted)
If you stand still for a few seconds, you can view your current status.
- - - COMBAT - - -
You have three basic types of skills you can use in combat: Attacks, Spells, and Actions. In order to use a skill, you will have to perform a quick minigame to determine its effectiveness. As you level up, you will unlock more skills.
Attacks and Spells are offensive. The base damage they deal is determined by how well you execute their minigame, but the final damage dealt is also affected by the enemy's defense against the chosen type of skill. Higher-tier Attacks and Spells are more powerful, but also harder to execute.
- To perform an Attack, you will have to stop a series of moving sliders on the highlighted sections using Z/X.
- To perform a Spell, you will have to quickly sort a series of runes by color (orange or blue). If they're orange, hit Z/Left, and if they're blue hit X/Right.
Actions are defensive, and there are only two available: Flee and Recover. Flee exits a battle (if executed correctly), while Recover restores up to half of your maximum health and can cure status effects (but has a 2 turn cooldown).
- To perform Flee, rapidly hit the button shown. Pay attention, since the required button may change after each successful press!
- To perform Recover, you have to keep a meter balanced in the center using Left and Right (or Z and X). The amount of health restored will vary depending on your maximum HP and how effectively you executed the minigame. As long as you don't let the meter fall too far to either side, it will also cure any status effect you have.
Lastly, there are three status effects which enemies can give you: Poison, Dizzy, and Panic.
- Poison deals gradual damage over time.
- Dizzy has a chance to halve your base damage when you use an Attack or a Spell.
- Panic makes minigames harder to execute.
- - - CHANGELOG - - -
v1.0 - Initial Release (7/30/2017)
Fired it up here on the forum and didn't stop until I got the good ending. Really stellar work. You've either done this before or you're some kind of prodigy. :) Either way it's really polished and fun.
The only bits of feedback I have are:
Magic seems way easier to do perfectly than melee, so I tended to rely on it alone. In melee, I feel I'm at the mercy of RNG placing the boxes at the left edge where the marker wrapping right->left makes them very hard to hit. Maybe if the boxes scrolled to the left while the marker was a fixed vertical line on the left side? I dunno. Or just limit them from being too close to the left edge.
Fleeing feels impossible. Maybe it's just the unfamiliar button labels vs. the usual consoles, but I could seldom get the bar above half and never once succeeded, to the point where I stopped trying entirely.
- It was a bother to reset after the bad end to continue. Why not allow a button press to return to title? Edit: Actually, I forgot Tab is the Start button. If that would have worked, then disregard this.
Otherwise, geez, not much to complain about, nor a desire to. :) You really nailed the gameplay in this mini-rpg. Battles felt balanced, save points were well-spaced, mechanics were either intuitive or explained. The artwork is well done also. Nice work.
Just went through twice, once for bad, continuing for good. It felt good knowing that a large worm-like Ganon (Mol'ojar) thing will no longer be enticing children for who knows what else.
My opinion on the overworld is that it looks nice, has a good hitbox system, ant the small idle animation was nice, then showing a status box.
The battle system felt balanced, and kind of interesting how the higher-tier attacks advanced. The attacks started slow with small boxes, but advanced with faster bars with wider boxes, and the spells just got fast.
The battle screen looked good, too. Another nice touch that if the Earthbound-like backdrop distracts you, you can change it to a simpler, non-moving frame.
The enemy progression was fair, too. I also like how there was usually one enemy weaker to attack, rather than spells, and vice versa.
The little town was nice, too, but I have a question. Did the man who lost his boat get wet?
I really like good RPGs like this, and I hope that everyone making cartridges find some degree of success in every genre of cartridge you make, so that we all can maybe find inspiration, so that more cartridges can be made.
@Thom Hey, thanks so much for all the kind words! Always nice to hear the progression and design works well, and to hear appreciation for the battle screen. I think that screen was the part of this project I was happiest with.
If the boat guy was smart enough maybe he fetched a fishing pole or something. But some say... he might still be panicking there to this day. :P
ALSO: Whoops, I guess I never replied to anyone else on this. So, apologies for how incredibly belated these are, but here:
@egordorichev Aw, thanks for playing! Glad you liked it so much!
@weeble Yeah this is not really a mobile-friendly game, unfortunately. Glad you like the combat though!
@alfasketer Thank you so much!
@gradualgames Thanks! Yeah, making an RPG without saving just seems cruel, even if it's only like a 45 minute one.
I do have another, very different PICO-8 RPG I made more recently for a game jam (though it could use a proper tutorial, actual audio, and some enemy tweaks): https://www.lexaloffle.com/bbs/?tid=32426
@Felice Dang, thanks so much!
- This was in fact the first RPG I'd ever made, although I had experimented with making the basics of a somewhat similar interactive combat system in GameMaker previously for a project that never went anywhere.
- The melee sliders do wrap around to the left side the box if they reach the right edge, so I don't think it's too unfair, but it could be tweaked. Keeping them away from the left edge is probably the simplest and most fair way to do it, though perhaps making them reverse direction instead of wrapping could also make it easier for timing purposes.
- I agree Flee's reliance on knowing the PICO-8 button icons is less than ideal. If I revisited this it'd be more fair to make larger, more distinct icons and probably use letter key icons instead of (O) and (X).
- Yes, you can just reset the cart from the pause menu to play again. If I were to tweak this and free up some tokens it certainly wouldn't hurt to add a button prompt for returning there (I'd also want to make a way to skip/fast-forward the opening.)
Thanks again for all the kind words and in-depth comments!
@hwd2002 I always use Z as (O) and X as (X), and in the magic attack minigame you should be able to use the Left and Right arrows in addition to them. But yeah I could have made it more clear, and you do still have to memorize them for fleeing with how it's implemented right now.
Thanks for all of the support, folks!
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