I was browsing random carts the other day and chanced upon kittenm4ster's King's Quest. I expected it to be a Roberta Williams King (Graham)'s Quest de/remake, but it turned out to be an entirely different king's quest! It also had a nice vibe / attitude and a rather unexpected solution to the main quest line, which I thought was just sick! All in all I felt very inspired and decided that I had to make my own contribution to the "games that seem to be a Roberta Williams King's Quest-make but then turn out to be about an unexpected other king (but a KQ-like interactive story anyway) with elements that are medium aware in a sort of meta way"-genre!
So in this King's Quest we get the opportunity to help another king, and enjoy good old menu based puzzle solving, sorta, while also experiencing ROCK MUSIC, cars, animated trees, well-dwellers, abundant alcohol intake, and last but not least a Weird Thing Behind a Large Sign!

How to play: Arrow keys to move, square button to whack!
After a long while spent procrastinating/thinking about what kind of game to make, I chanced upon some art assets that I figured would make a perfect base for a small game.
The game is a variant of whack a mole, called Whack-A-Monster. As it turns out, though, Whack-A-Sort-Of-Humanoid, would probably be a better description. It is all based on a mini game included in the Medieval Carnival art package by Krishna Palacio. I had to de/re-make the palette a lot to fit with pico8's less varied color options.
An interesting thing is that I tried NOT to make the scene framework very generic, but kind of hard coded wrt the scenes and different entities. This approach seemed nice after a bit of initial coding I did in the pico8 default editor, where I felt it was tedious to do "architectural" changes due to the tiny screen. However after a while I really regretted this and if I ever make another cart I'll try to make everything modular and un-knowing of everything else. The code is something of a big orgy of global variables.







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