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Cart #bananacupnanasadventure-0 | 2023-02-11 | Code ▽ | Embed ▽ | No License

Nana's Adventure is a single-cart PICO-8 game I made over the course of a month or so, it's a simple action-rpg type game with a variety of enemies and items. It was my first time making music in any context, so I hope it's not too bad lol. There is a trailer for the game on YouTube.

If you're downloading the P8.PNG file and you're interested in the code, I highly recommend downloading the spreadsheet "stuff.xlsx" found on the itch.io page as the code is much harder to understand without it due to having to strip comments.

Originally I had intended for a few more features such as rare enemies with unique drops and such, but I was unable to fit it in due to the PICO-8's constraints. I pushed the limits as far as I could, anyway.

I hope you enjoy this little project I made! I had a lot of fun making it. Thanks to the PICO-8 devs and community for your extensive API documentation, tutorials, and example code.

Version 1.1 -
-Fixed a minor bug that caused music to stop playing when attempting to enter the castle without the key, instead of stopping music from playing when beating the game (the music(-1) call was set to the wrong gamestate)

P#125704 2023-02-11 03:03 ( Edited 2023-02-15 23:06)


Awesome entry! The aiming system was neat and I enjoyed the sense of progression whenever I picked up new weapons, armor, rings, etc.

I couldn't outpace the final boss's healing by dodging and my sad aim, but I ended up tanking him with a holy staff, 22% dodge ring, and that rune that sometimes heals when slaying an enemy. Those minion spawns turned out to be quite helpful I think :)

P#125711 2023-02-11 04:48

sorry, did you write code in a spreadsheet program? :-D

P#125714 2023-02-11 06:07

No, the spreadsheet is a companion explaining which dset/get indexes are for what, what the gamestate numbers are, the room ids for different zones, the enemy/item table structure (since it's all in a big split string,) etc. If not for the compressed cart size limit, a lot of that stuff would be in a commented list.

It also contains calculations for level up and equipment stats and such, which isn't stuff that was really necessary to include, but I figured anyone who was the type to peek at the code would find it interesting.

P#125716 2023-02-11 06:19

this game is cool and all, but i wish the aim was complete ass, maybe make it like foxum that would be nice

P#125758 2023-02-12 13:50

Yeah, the aim is a bit sketchy and if designing it again from what I know now I probably would've used the X button to lock the aim and intercepted the pause button for the stats menu. Though doing so would also require re-balancing as the game is currently designed around the sort of "dance" you have to do to both dodge and hit enemies.

As is I don't have plans to update this game further, save for any game-breaking bugs. Thanks for trying it anyway!

P#125784 2023-02-13 02:39

the game is really cool, the only thing is that the character looks big and out of place in comparason to the other stuff

P#127890 2023-03-30 23:54

A cheap fix to the aiming system ( @Bananacup it's just 3 tokens) :
simply do not move while keeping the O button pressed so you can aim at least the second shot without running towards the enemy.
Line 128:

--if chksolid(newposx,newposy,2) == false then   <--replace this with:
if not(btn"4" or chksolid(newposx,newposy,2)) then
P#127928 2023-03-31 17:45 ( Edited 2023-03-31 17:45)

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