Run-Gun-Bot is on a top-secret mission and nobody can stop him. He'll rampage through a maze-like world filled with bad guys and hazards. Uncover the mysteries of his mission as you collect gun power-ups and coins.
- z = shoot active weapon, hold to stand your ground and shoot in-place
- x = jump
- duck + left/right = switch to the previous/next weapon (can also switch through the pause menu)
- Green: bouncy grenades, destroys dirty blocks, useful for shooting from above
- Brown: machine gun, not very strong, shoots super fast, hold forward as you release the z button for a fast dash forward. Used to get across large chasms by jumping and dashing forward in mid-air.
- Red: rocket gun, slow rate, strong power, destroys breakable stone blocks, shoot in mid-air to act as a double jump
- Orange: flame thrower, short distance, high rate, strong power, destroys bramble blocks, hold the z button in mid-air to trigger stalled descent
- Blue: ice gun, regular rate, gravity curved shooting, cools off lava blocks
- Pink: bubblegum gun, slowest rate, big and powerful, absorbs enemy bullets, player touching bullets causes player to get launched upward
This game is a tribute to some of my favorite NES classics including (among others): Mega Man, Contra, Blaster Master & Metroid.
- Fixed some level layouts that were causing slight confusion on some playthroughs.
- Fixed other minor bugs.
- Added a "reset game+!?" to the main menu: restarts the game in a mirrored version of the game map, including a different ending. Post a screenshot once you get it. :)
I haven't played a lot of the game, mebbe like 10 collected yellow orbs but I do want to say, I love the 'Boss Rooms' or whatever you want to call them. Where you get locked in with the red border and then in all its 64x64 glory defeat every thing in the room. That's so far my 'love it' moment. Wow Bob Wow.
Thanks a lot for all the nice feedback, everyone! So glad you're enjoying the game as much as I enjoyed working on it.
A metroidvania was the first thing I wanted to make when I first found pico8, but it was a bit too ambitious as a first project. 10 games and a lot of tweetcarts and experiments later, here we are. :)
Early on I had it at 128x128 but it occurred to me that having it at 64x64 would give you a closer view of the tiny guy's animations, closer to the action, and made the map feel larger than it really is (standard pico-8 map size). I tried it, liked it, and never looked back.
Also, I almost didn't have to worry too much about performance as a nice side effect of only drawing 1/4 of the pixels. ;)
This was my first tweet about it (at 128x128):
This is a brilliant game Jose, congrats.
Having it at 1/4 res makes the game HUGE - and it plays really well, due to the great sprite work you've done.
Having all these "secret" areas dotted around makes it very addictive - gotta get all dem diamonds :D
Love the music too - the title music kinda reminds me of Doom E1M1, which is all good in my books! :D
I think I've got quite far, but I'm a bit stuck now. I'm sure I'm just missing something obvious, so I'll try again later.
I do wonder whether it would help having a map (perhaps one you can switch to via pause menu) - as I sometimes struggle to remember where I am in the world, and whether I've missed an area. But it's not essential, just a thought.
Overall - really great stuff, as always! :D
Thanks for the great feedback, Paul!
I did notice the influence on the Doom tune as I was working on it but I left it as a subtle tribute, funny you caught it.
Getting stuck is an effect of the fine line between the exploration/metroidvania feel and letting you progress as if it was a linear game, hopefully there are enough clues to make progress. Having said that, there are a few sections where I've seen people getting stuck in unintended places so I might update the layout a little bit soon to try to make things less confusing.
I did think about a map screen early on, but just imagining how many tokens that would take dissuaded me from even trying it. :D
Thanks again for playing bro!
After finishing, this is probably one of the more enjoyable playthroughs recently regardless of platform.
Do any weapons not have a second ability? (trying not be too revealing here)
Again, thanks for making this.
Thanks for the nice feedback, everyone!
@Parlor: I definitely was aiming for that feeling of making the world feel larger than it is (true for a lot of NES games including my all-time favorites Zelda and Metroid).
@chowyunbrent: I think the featured list is really just the games with the more stars on top.
@PoweredByWill: That's quite the compliment, thank you! And yeah, that weapon is just sheer power, nothing else. :)
Thanks for playing y'all!
I enjoyed this...very much, it was fun.
I do have some critiques:
1) The guns also give you extra powers which aren't exactly obvious all of the time. For instance, I was stuck for about 15 minutes trying to figure out what to do with the brown gun since it didn't destroy anything and I had no idea it worked sort of like a horizontal teleporter that required very specific inputs to work. Simple screens that just say 'NOW YOU CAN TELEPORT WITH </>+X!' or 'NOW YOU CAN DOUBLE JUMP!' would have made the confusion a little more bearable. It felt too obtuse in this way. Most of the guns were obvious in what they allowed you to do, but the brown one was so bizarre.
2.) Allow dying. Balance the game up so that there's actual sense of fear and something at stake. The only thing getting hurt does is piss you off because you just want to go forward, but the stupid enemies (usually bosses you have to kill) won't let you progress. You'd have to majorly rebalance quite a lot, but I think it would be worth it because the end results would be a legitimately lengthy game that requires the player to actually get good at the game. I think mixing combat + fez-you-can't-die type elements just doesn't make sense, but I'm old so what do I know, right?
3.) I cleared the game, but didn't get mirror-mode. The only reason I knew it exists is because I peeked at the source code and was like, 'oh that's hawt! gonna get on that!'. So if there's some way to automagically go into mirror mode after first completion, that'd be cool...unless I missed it since I didn't get all the diamonds...?
Anyway, I thought I wasn't going to like this because it was in low res mode, but in actuality, it didn't bother me at all and I really enjoyed this game. I'm looking forward to your future projects in Pico if they're even half as good as this one.
Thanks for such detailed feedback, hseiken.
I agree with most of your points, some of the decisions I made where partly for saving tokens, others for experimental reasons (the not-dying part was both).
I added the mirror mode after I published it so the easiest way for me to add it was by allowing you to just go into the menu and select a "reset and start mirror mode". So, you don't have to finish the game to go and try it.
I look forward to hearing what you think about my other published games.
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