I've just kinda been playing around and suddenly I felt like doing something with fractals. I saw a few Lindenmayer system tools posted on here, but they didn't quite have the features I wanted. (If you'd like more, you could suggest some too.)
The first line is the starting state, the second and third are replacement rules, the fourth is your palette of symbols plus a couple settings.
… is blank, ⬅️➡️ are rotation, ˇ∧웃 are variables that move the cursor forward, ●♥♪ are variables that don't.
O and X both work as confirm buttons, but also increment and decrement the iteration and angle numbers.
The pause menu lets you change the step length or cycle through a few presets.
You can check https://en.wikipedia.org/wiki/L-system and browse around for ideas, or just mess around I suppose!
If anyone has good ideas for optimization that'd be nice. As you might imagine, the amount of points to draw explodes pretty quickly.
EDIT: ALSO YEAH SORRY ABOUT IT RUNNING OUT OF MEMORY AND CRASHING I KINDA HAD NO IDEA FROM THE DEVKIT
Edit: and of course, halving memory usage doesn't really do anything when the increase is exponential per iteration
Spoilers: other gifs
Another known bug is that when you cycle through presets it remembers changes. My bad, i'll switch that to deepcopy later...
New endless action-puzzler game. It's more chaotic than a tetris clone but I think it's fun.
Difficulty is still being tweaked, no game over screen yet.
Controls and game:
</\>: rotate center bubbles counter/clockwise
Z/X: slowmo, or "focus" mode. Also shows an aim assist, and gradually deducts from your score.
down: speeder. Bubbles fall faster, but difficulty rises at same pace, making it technically efficient.
To clear bubbles, make a donut out of 6 of them, or a circle out of 7.
Bubbles that get disconnected from the center structure will fall off, which I totally didn't steal from puzzle bobble!
Also, the "bubble" in the center of the screen can't be cleared.
If you hear an error noise and delete a bubble, don't worry about it it's a known thing.
- v0.1: Initial submission. Preserved here for comparison's sake:
v0.11: Replaced the center bubble with a screw. Everything still plays the same for now, but a couple things should be better conveyed this way.
Preserved here for comparison's sake:
- v0.2: Incoming bubble warnings overhauled. I'm interested in knowing if this is actually better!
I started this small "2 players 1 controller" volleyball game at the start of the year and i didn't touch it for a while because I got overwhelmed. I honestly just want someone to try it at this point.
player 1: cursor keys
player 2: ZX
Players can move left or right within their field. Hold both directions to charge a jump.
Hit the ball with your hat to bop it. Hit the ball with your knee to spike it diagonally.
Sorry this isn't properly standardized for use in a physical console or anything. It wasn't a priority...
My first jam submission, and also technically my first finished game. Thank you PICOWARE~
Based on the picoware template. I lowballed my assets a bit but I think I'm fine with how it came out
sorry about unoptimized code (also oops I forgot to remove the trail when you lose oh well)
(arrows to move pencil; other buttons do nothing)
Here's another weird endless action puzzler I started over a couple days. Well I guess "action" is a stretch? at some point I'll get this right.
In theory the "rule cards" on the side will be enforced and/or do stuff, but I had to take a break because there's a couple things coming up for me this week. (I also might end up replacing them with a less wordy tile mechanic.) So it's a little more barebones than even the rocket was
started life as this mess which I honestly still like looking at but it was way too busy. might still repurpose that too
controls: left & right for cursor, (O)/(X) (Z/X on keyboard) to activate rocket (or restart after game over)
A crappy little endless game. Almost playable, but pretty unfinished (no menus or anything, and there's some states you can't get past). Mostly only here so I can share a WIP with my friends more easily~
I find myself not really finishing any game projects I start, so I'm starting over smaller. Probably with stuff loosely based on random puzzle games I looked up, like this one is.
(also hi first post here I guess)
- redid the graphics so the obstacles don't look like targets
- also it's prettier now (screenshake, particles, bg, new sprites)
- I bothered to let you reset from in-game now
- prevent score overflow
- fix impossible game states (probably just walls of meteors)
- title screen and proper game over screen
- high scores
- simple gfx mode
- fancy sprite text maybe?
- fix that annoying semi-rare invisible line(?) bug
- gameplay adjustments (rising difficulty level prolly)
- more presentation changes as needed