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Pico 8 needed a mini version of this classic!

Levels/Waves are generated procedurally- see how long you can last and how high you score.

Use the keyboard or joystick, move the cursor to collect sun and plant your plants.

Includes a seed system, so if you enjoyed a particular game, note the seed down and share it. You can also replay it easily if you wanted to try to get further.

Beware while it's endless, and you don't restart each level, your plants remain, there are acts of nature that hit your garden keeping you on your toes.

V1.2:

  • Added a 35 second timer after level 2 when only a few zombies left before next level starts.

V1.1:

  • Updated controls, see below.

Instructions:

  1. Plant a few sun flower plants early. Move the cursor to collect sun. Sun is used to grow plants and fight the zombies.

  2. New plants introduced as you advance. To plant press the Z on the keyboard or A button on the controller. This will allow you to select the plan you'd like to plant there. Press Z again to plant. To exit without planting, press X or B button, or move down off the plant selection bar.

  3. Hit the B button or X on the keyboard to pause/resume or quit at any time.

  4. A few hints - get lots of sun early and build your defences strong early while you can, after about level 5 to 6, the waves start getting pretty big with new zombies appearing such as the Football Zombie, Miner, Newspaper Zombie, Trash can, and the Pole Vaulter.

Cart [#51630#] | Copy | Code | 2018-04-15 | Link
6

This version below uses the old controls - let me know which controls you like better, I may make an option to pick control style:

  1. To select plants move the cursor to the top of the screen using joystick or keyboard and select the plant, then move back down to the square you wish to plant on and press the A button (Z or C key on the keyboard).

Cart [#51587#] | Copy | Code | 2018-04-13 | Link
6

strategy rts tower defence zombies
P#51588 2018-04-13 13:52 ( Edited 2018-04-15 12:09)

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Haha, great job! Tho, the music becomes pretty annoying after a short while :/ I would love to see a bit more / better art, and sfx, and this game will be totally awesome :)

P#51590 2018-04-13 14:48

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This is a really fun port and i think the art is perfectly functional imo. Coming from the first game, everything is clearly distinguishable. I never had to guess at anything.
This is so grand an immediate add in to my pico-collection! :D
Keep up the great work!

P.S. PLEASE let the secondary button be a "Return to Build Menu" button instead. With pausing instead being some function of both. Having to move the cursor aaaalll the way back up to the top wastes valuable time of which you have little of in this sort of game!

P#51591 2018-04-13 15:09

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Ha- I had actually implemented it that way originally but changed it for pause- Iíll do that this weekend and repost.

Glad you liked it! So far the furthest I got play testing was around level 11.

P#51594 2018-04-13 15:30

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I found a bit of a hack. You can just keep dropping the walnut down and harvesting sunshine to plan a big army. But I did see a chunck of my army deteriorate before the next wave randomly after doing this, didn't know what was up with that. I don't remember that happening in the original. But in any case it helped me really cement my position, I was able to basically play until I got bored.

P#51611 2018-04-14 20:20

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After level 3 there are random events hat occur at the start of each level- sunflower plagues, garden plagues, meteor showers, etc.

Iíll have a look at the difficulty balance and try heavy use of wall nuts and see.

Getting the balance right with the procedural generation of waves is tricky!

P#51612 2018-04-14 20:46

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Wow! I was skeptical of a port I consider to be so dependent on mouse or touch input, but you crushed it - I really don't the few strategy games on pico8 but you really nailed it.

I haven't gotten too far yet, so I don't have much feedback for you. Longer music would be nice. Awesome, awesome job.

P#51613 2018-04-14 20:55

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Speaking of which, enabling mouse support would be pretty sweet.

Also, in case I didn't clarify, you drop the walnut repeatedly when there's just a single enemy left on the level, and make sure there's nothing attacking him in the row.

P#51616 2018-04-14 21:45

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ah right- of course. Well that throws a bit of a wrench into the endless plan. Maybe I'll put a timer on the last zombie, and he self destructs if it goes on for too long...

It's really either something like that, or change the design to starting fresh every level like the original.

P#51629 2018-04-15 06:58

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added new a feature, level 3 and beyond, when only a few zombies left it starts a 35 second timer before the next level begins. Should prevent building large gardens by delaying the last zombies in the early levels.

I also tweaked a few difficulty things around eclipses and the special events to be a bit fairer (maybe).

P#51631 2018-04-15 12:09

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