Hi everyone! This is my first post and my first game made with PICO-8.
This is Solid Rogue, a "coffeebreak" roguelike where you play as Badger, a stealth operative who has just stolen plans for the bipedal nuclear weapon known as Rogue Gear! Help Badger climb 20 stories of a bad-guy infested facility to freedom!
I had originally planned for Solid Rogue to be part of the 2021 seven day roguelike challenge, having spent what free time I had the weeks before learning the ins and outs of PICO-8 from the amazing PICO-8 rogulike tutorial series by LazyDevs (specifically Krystman, the creator of Porklike). Unfortunately, with a new job and some personal duties I was unable to have a playable game before the end of the jam. I decided instead to spend a few more weeks jamming and this is what came of it.
- Up, down, left, right to move one space (when you move, enemies move too)
- Move into enemies to knock them out for a short time
- Tap X to pass a turn
- Hold Z and tap a direction to peek ahead one space (you can pass turns while peeking too)
- While peeking, tap the direction again to dash two spaces (dashing uses stamina which is refilled at every new floor
- Hint: bumping into walls or stepping on grates makes noise!
I hope you enjoy!
4.14.2021 - uploaded game
4.14.2021 - added faster reload after death and a manual "restart game" to the PICO-8 menu
@Agent Tom: I'm glad you like it! I was thinking about that stamina feature but I was having trouble making the enemies patrol, so if you just stay in one spot and wait, you could just have infinity stamina! I will work on the patrol AI and totally implement that feature since you would like it :)
@Krystman: Thanks so much! You are a master! I really appreciate what you've done for the community and it's thanks to you that I am diving deep into PICO-8 :)
@ChronoChill: Glad you like the mechanic! I was trying to think of ways to really make my RL different than most and the "peek" mechanic was it. Equipment drops is a great idea! Right now the only pickup is health from chests, but I can already think of a few good bits of equipment that could enhance the game :)
@rnd Maybe they could do a celeste type of thing where if you hold ^ and > for say, you would dash diagonally, or they only hit you from four sides. I say dashing diagonally would be hard to make in a rouge like game, so the best solution would be to make the enemy only shoot in four directions. This is just an analysis on your request to help @grimmrobe with his game.
@Agent Tom: The green guys are like "rangers", so they can see one space further than the white guys. You have to peek ahead and spot them before you move!
@rnd: The enemies can shoot the player as long as you're in their field of view, but I will concede that it's a fairly generous algorithm that I use. The 4 way movement is definitely intended and I won't be changing that, but I can tweak how the enemies see the player.
@oh lord he bacc: Yeah, this was an unintended side effect of what I mentioned above regarding the loosey-goosey FOV. I think the best way to solve that would be to simply use a raycast (single line from the player to the enemy) that is broken by walls instead of the FOV algorith. I will work on that for the next update, so I appreciate your insight!
Great game! Very challenging. I'm going to spend many hours of fun trying to beat the game!
I'd like to suggest you include in the game post a description of the enemies and interactive objects in the game. In my first gameplays was a little difficult to understand what should I interact with or not.
@eduszesz: I'm glad you're enjoying the challenge! That's a good idea, adding enemy and pickup descriptions. For the next update (when I put some items and make the enemies a little more unique).
Currently, the only pickup is health from the chests. The white enemies are the basic grunt, the green guys are rangers who can see farther, the dogs (that shoot bullets...) have better hearing, and the blue guys are... the same as the white guys currently haha
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