Here is my Compo entry for Ludum Dare 48. The theme was 'Deeper and deeper' so naturally, here's a submarine taxi game. :D
In Sub-Uber-Marine you are the captain of a submarine taxi. Sail around the ocean looking for fares and deliver the passengers to their destinations.
In Sub-Uber-Marine you are a sub-aquatic taxi driver. Deep-sea divers need your help getting around the ocean!
Standard Pico-8 controls: Arrow keys for movement, X key to read messages, Z key to check money
-Deliver divers to various locations in the ocean!
-Repair any damage to your sub at the dock!
-Follow the sonar pings so you don’t get lost!
-Earn as much as you can in five minutes!
This was made for the Compo, so was made completely from scratch in 48 hours from 25/04/2021 to 26/04/2021.
Once the dust has settled on the jam I'm hoping to get a post-jam version together with a few bug fixes/tweaks and some of the extra features I didn't have time to include.
Here's a link to the Ludum Dare game page: https://ldjam.com/events/ludum-dare/48/sub-uber-marine
Here's my demake/port/adaptation/whatever of Columns!
I wanted to make a falling-block puzzle game, but seemingly every gamedev and their dog has made Tetris so instead I went to my favourite Megadrive/Genesis puzzle game: Columns.
- Line up three or more jewels of the same colour, chain together combos for massive points
- Multi-gems, wildcards and obstacle blocks to spice up the game
- Remix of the classic Megadrive/Genesis music
- Customisable game options
- 5 tilesets including colour-blind-friendly 'Symbols' mode
- Made fall speed increase more smoothly
- Music: Off actually disables all the music in the game now
- Added jewel fragments (MOAR PARTICLES)
- Added a 'current trio' display underneath 'next trio' (useful when things are getting hectic)
- Classic level progression increases speed slightly faster
- Added a different border sprite around the play area
- Re-jigged the title screen once more
- Added obstacle blocks option
- More tweaks and adjustments to the menu system
- Tidied up some bugs related to dropping/quick dropping jewels.
- Made a proper high score system that uses cartdata (had to learn how cartdata worked, first!)
- More adjustments to the menus
- Added some more music for title and high score screens
- Made a game over transition before going to the high score screen.
- Added particles! (probably more to come, particles are fun)
- Added screen shake! (I'm not a massive fan of screen shake, I think it's often overused, however it seems to work here)
- Added options to disable particles or screen shake
- Squashed a few miscellaneous bugs
- The game won't end if you are holding insta-drop and constantly dropping blocks
- Some interaction with multi-blocks and holding quick/insta drop can get the game stuck in a loop
It is with disappointment, but also relief that I've kicked two player mode into 'stretch' (i.e. not likely-to-see-the-light-of-day) goals. It would be a ridiculous amount of work to include, and probably rarely ever get used. My goal to create a two-player game still seems far off.
The goal now is to iron out bugs and hopefully add some more polish (i.e. particles) before going 1.0.
I love the idea of having fragments of gems along with the current particles but it might get a bit too busy. Particles are like seasoning in cooking.
- Overhauled the title screen menu.
- Different game mode presets, e.g. Classic, Modern, Arcade. You can still adjust the options manually, this will change the game mode to Custom. When I finally implement a highscore screen, there'll probably need to be different tables for different modes, since some presets are harder than others.
- Graphics swaps. Like the Game Gear version of the game, the player can choose which tileset to use. This might help make the game more colourblind-friendly.
- Completely rewrote gem removal code to cover a couple of edge cases with wildcards, saved 400 tokens in the process :)
- Added pause menu options for muting music or all sound
- Added a combo display to show your biggest combo
- Until I put in a proper menu system, removed option for shuffle/reverse on the Z key and instead let players toggle multi-gems
- Added a basic level/speed increase mechanic, called this 'classic' mode. There isn't much difference between the levels at the moment and it can mess up the animation sometimes, so this will need more work.
- Remixed in-game music so it cuts out less.
- Added 'wildcard' gems
- Add 'multi' gems
- Made score display clearer
- Tidied up the game screen
- Minor tweaks to gem graphics
- Fixed a bug with quick drop
- Game didn't reset properly
- Fixed collision issue when quick dropping
- Added a simple title screen
- Added the song 'Clotho' from the Megadrive/Genesis version of Columns.
- Added quick drop and insta-drop when you press up.
- Added shuffle and reverse when you press Z
- Added a 'next trio' display
- Attempted to get around the music cutting out randomly by making a new sfx function, this did not really work all that well.
Here's my demake/adaptation/whatever of Columns.
I wanted to make a falling-block puzzle game, but seemingly every gamedev and their dog has made Tetris so I went to my favourite Megadrive/Genesis puzzle game: Columns.
I realised afterwards that Columns probably has much more complex rules than Tetris. Oh well. :)
There's a list of things I want to add on the game over screen. v0.1 represents about three days/sessions of work. It's basically playable at this point so I thought I'd put it on here as a WIP to hopefully keep me motivated to get it finished.
So it's playable, and being that Columns is a great game, it's already pretty fun. :)
Welcome to TOYROGUE. Fight your way through an endless dungeon of horrors in this turn-based rogue-like.
ATTACK randomised enemies in turn-based combat
EQUIP randomised items to power-up your murder hobo
THROW bad items at the enemies to lower their stats!
EAT fortune cookies
CHOOSE to be a dragnet of death and entropy or skillfully navigate your way through the dungeon
Made in Pico-8 for ToyBoxJam2020
The game can sometimes crash after the victory/defeat screen. (Thanks @maskedluka for spotting this!)
1.05 - Fixed a bug where an infinite combat loop could start when running away from enemies into a wall. (Thanks @Mumuko!)
1.04 - Added enemy scaling, the more game hours pass, the stronger the enemies get.
1.03 - Fixed a bug where HP wasn't being reset after game over
1.02 - Squashed lots of text display bugs
1.01 - Fixed a crash when trying to sell items when inventory is empty
1.0 - Initial release
Tips and Tricks
Stuck? This might help:
Throwing is a really powerful ability. Even if a thrown item doesn't do any damage, it can change the stats of the enemy it hits. Hang onto all those otherwise-useless items with -3 to defence etc. and hurl them at the enemy. This will be the only way you can defeat the more powerful enemies.
If you run from a fight you will start back on the map on top of the enemy, and you can move in any direction. You can do this if an enemy you can't beat is blocking a narrow corridor.
You can rest as many times as you want at the tent. Each rest takes two hours. You will have a quicker one hour rest each time you leave a level.
To start, you might need to equip a bad item so you can at least attack.
You can sell items in the inventory by pressing right.
You can re-arrange your stats when you start, try different builds.
The game is highly randomised. Some play-throughs are going to be much harder than others.
This is my second submission to the jam, as the jam was extended a whole month I had enough time to rewind after my first submission, get together some ideas and knock this one out. This game was a lot of hard work, despite having given up on a turn-based combat game before because it was too hard I still somehow managed to underestimate how hard I would find this. The game also needed a lot of UI stuff, and UI stuff is hard.
The hardest part was the (extremely limited) animation in combat. I avoided adding animation until very late, and it's clear I should have had it in mind from the start.
There were a lot more features I wanted to add but ran out of time/tokens. The one I'm most bothered about is not being able to get palette-swapped enemies into the game, increasing the randomness even more.
In Super Mumtaz Bros. you join the titular plumbing brothers on their mission to rescue Princess Sana from... chickens?
•Hunt down radioactive chickens by using the Geiger counter!
Super Mumtaz Bros. is a highly realistic plumbing simulator that was made in Pico-8 for Toy Box Jam 2 from 18th December 2020 to 3rd January 2020.
Ali can find chickens stuck in pipes using his Geiger counter. He can then stomp on pipes to get the chickens out.
Bilal can spend money to place new pipes. You'll need to find money to pay for pipes.
The Geiger counter clicks more the closer you are to a chicken. The rings turn orange when you're really close. Stomp the pipe when you're in the right spot!
You can't jump*. So use the terrain to your advantage!
I worked on this steadily over the (initial) two weeks of the jam. Sticking to daily updates on Twitter forced me to stick to developing it on time. The initial mechanics and mechanics were based on Nerdy Teachers' excellent platformer tutorial series on YouTube.
My airy fairy arty farty Peter-Molydeux-style idea/gimmick for this game was 'a platformer game where you can't jump'. Well, turns out you can (sort of) jump, but it's about as useful as jumping is in real life. Also, I thought it would be funny to make a Mario game where you actually have to do some plumbing.
Mumtaz Brother is a real shop in the town where I grew up. The shop owners are a little eccentric; besides plumbing and D.I.Y. supplies they have at various times also sold groceries, rented out Bollywood videos, you name it. They expanded their business by opening a second plumbers merchants... next door to their original shop. If you can't find something in one shop, 'try next next door.'
1.04 Fixed another version of the character swap/wall collision bug from 1.03, added sound effects to tutorial objectives, changed the size of tutorial objective boxes and changed the size of Bilal's target box
1.03 Fixed a bug that let players move through walls by holding the character swap button
1.02 Fixed a bug when climbing, improved the tutorial
1.01 Fixed a typo, adjusted ending requirements
1.0 Initial release
Hola! I thought it would be cool try making a Christmas-themed game, so here it is. Ola! Tannenbaum is a quick arcade game where you're going to need good timing, lightning reflexes, and absolutely no sense of colour-coordination to create the most chaotically decorated Christmas tree ever. Start by placing baubles, tinsel and fairy lights and top everything off with a star on top. Will you be a bauble boffin or a yuletide liability?
Ola! Tannenbaum is an accurate simulation of what it is like to decorate a tree after too many glasses of sherry and with your eyes closed.
I tried to make an in-game tutorial that explains everything reasonably well but here's what you need to do in more detail if you're planning on min-maxing this.
- The closer you are to a target the more points you will get. Miss the target and you drop the decoration.
- Baubles only need one target. Accurately place two in a row and you'll gain a bonus bauble that's worth double points.
- Tinsel needs to be draped across two targets, one at a time. The longer and closer to horizontal it is, the more points you'll get.
- Fairy lights are similar to tinsel but don't need to be placed horizontally.
- Once all your decorations are gone or you have filled up the tree, you can place the star on top.
Top tips for a truly terrific tree:
- If two targets are next to each other, place a bauble so one target will move somewhere else (hopefully further away so you can place a long piece of tinsel)
- The longer you take to aim a decoration, the faster it will move, making it much harder to place accurately.
The star is worth the most points, don't drop it!
- A well-placed decoration is worth double points, a well-placed bonus bauble is worth quadruple points.
1.03 - Fixed a couple of bugs during the tutorial and made the start of the game much easier.
1.02 - Fixed a different crash when placing tinsel/fairy lights on the last three targets. You no longer get bonus points when you miss the second stage of tinsel/fairy lights. Also removed some debug crap I'd left visible.
1.01 - Fixed a crash when placing tinsel/fairy lights on the last three targets (Thanks @2bitchuck for spotting this!)
1.0 - Initial release
I started this a couple of weeks ago but really set my mind to it on 26th November. I tried to treat it like a game jam and work towards the deadline of getting the game finished for the 1st December. I went sailing past this deadline as it's now 4th December, but still I'm counting my self-imposed deadline as a success as usually my Christmas-themed creations are getting thrown together on the 24th.
There was a lot of surprisingly tricky parts in coding this, which I wasn't expecting seeing as I envisioned the game being fairly simple (it's 5,728 tokens which is pretty small for one of my 'finished' games.) I quickly realised I didn't have the maths ability to create nice-looking curved/draped pieces of tinsel or fairy lights. This was pretty disappointing but I'm glad I didn't waste a day trying to get this in.
I was initially thinking of making a sleigh-based present bombing kind of side-scrolling shooter game. However, I saw a couple of similar projects on Twitter so thought I needed something more original. I was delighted to discover a few days into development that someone else was also making a Christmas tree-based game on Pico-8. So much for being original! Maybe I'm being too hard on myself, are there really that many different ways to make a Christmas game?
The two most fun things were composing the music and coming up with absolutely awful Christmas-based puns.
I'll probably add to this or write it up into a full blog update later.
Take control of a single pixel and venture into a strange , abstract world to rescue all the pixels. Brave Pixel is an action-puzzle game where you must collect all the pixels in each zone to advance across the world. Battle the greedy red worms and unlock new powers.
X (hold) - Creep (i.e. move one pixel at a time)
Z - Special Power
I started making this in July and I brought lots of ideas for it into my game Clever Pixel, which was my submission to LOWREZJAM2020. I've always loved the idea of a game where you start off with just a single pixel however, whilst Clever Pixel was a sort of dungeon-crawler/Metroidvania, Brave Pixel is much more... erm... arcadey? I had a hard time picking a genre for this game as you can probably guess.
Seriously, any suggestions for what would be a more helpful genre tag would be greatly appreciated.
It's quite a fast-paced game, most levels can easily be cleared in a couple of minutes; the level select screen ended up working like a very simple overworld with multiple routes and a couple of unlockables--which is not something I've attempted before. Turns out I find coding menus really difficult.
The game started off as an exercise in making some good collision code and just practising that skill a bit more but pretty soon I realised I wasn't making any use of the sprite sheet so I thought, 'hey, I'll make this a 'no-sprite-sheet' game'--this in particular forced me to get more creative to try and make the graphics as appealing as possible.
When I added some music I thought I'd try and come up with something that didn't rely so heavily on percussion--so 'no drums' became another restriction I placed on myself. As things went on, more of these kinds of restrictions were imposed, and this was even before I even hit the token limit, which I spent about a week scraping up against.
Anyway, well done for making it this far, I hope you enjoy my game! :)
1.1 - Fixed a couple of couple of display errors on the level select screen as well as an issue with calculating complete times for some levels.
Here's my submission to LD47. I'll add more to this later. Anyway, I hope you enjoy it!
The game had absolutely no balancing prior to submission (I was ten minutes away from the deadline and had yet to implement enemy projectile collision) so if things are horribly broken, there is a boss skip:
Here is my entry to LOWREZJAM 2020. There's the version I submitted onto Itch to meet the deadline yesterday, but I found a couple more bugs that really needed addressing, so here's 1.1 for your consideration.
Clever Pixel is an abstract dungeon crawler with Metroidvania elements. You start off in control of a single pixel and explore a large maze-like world battling other creatures. Collect red pixels to unlock new areas, search for the Mega Key, collect upgrades, and uncover secrets.
Arrow keys, X - drop/shoot pixels, Z- upgrade menu.
The only requirements of the jam were for the game to run at 64x64, so I used Pico's mode 3 so everything would be rendered at the lower resolution. It was interesting working at this resolution, it gave much more space for a sprawling game world, 16x8 screens rather than the usual 8x4 on the map. I was able to recycle a little bit of code from some of my previous projects and some bits of code for what's probably going to end up as some sequel/prequel to the game with some similar mechanics, which helped move things along. Other than that, it was 16 days of pretty frantic work. Anyway, I hope you enjoy it, it was a lot of fun to code :)
1.0 - The version submitted to the game jam
1.1 - Fixed some bugs. I d wish I'd wrote down which ones
1.2 - Fixed some other bugs/issues: boss/player-projectile collision, widened some areas of the game world, added a few more power-ups and collectibles to make the East side of the world map less empty/frustrating.
1.3 - Fixed a few more missing map tiles that were screwing up the camera, added a respawn option on the pause menu in case you still manage to get stuck or just want to go back to the last checkpoint for... reasons ;)
Here is the game 'Dragon's Playground' made for Tom Hall's #RNDGAME2020. I had so much fun coding this, it was good to work under the requirements of a game jam, it really tested my programming ability--working to a deadline. Anyway, great fun, Dragon's Playground is a top-down, free-roaming shoot'em-up where you control Azron, scourge of the realms. You must incinerate the realm, defeat wizards, elves and knights to assert true dominance over the kingdom.
There are still a few lingering bugs that I would like to fix, but I am happy to share this game as part of a game jam, my first. Great fun!
X - Breathe fire
Z - Charge breath
v1.0 - Jam version
v1.1 - Added a fillp effect to make smoke less overwhelming, fixed a bug that ended game prematurely after first game was over.
Banana Chase is a fast-paced arcade maze game or 'collect'em up' where you are Monty, a very hungry monkey. Eat your way through 28 levels of fruit-based action as you uncover the mystery of the magical forest.
•Chain together combos of fruit to get the most points.
•Don't eat mushrooms!
•Two difficulties, Easy and Hard.
•Five different types of fruit to eat.
•Three different enemies, learn the tricks and tactics to circumvent them.
•28 levels, explore the magic forest and complete the wizard's quest.
•Complete the game in the fastest time.
X - Advance chat, hide UI
Z - Level skip
This started off life as a very simple demo, and my first attempt at making a Pico-8 game. I didn't like leaving it unfinished, so I've been steadily adding to it on and off over the last few months.
I really admire speedrunning, so I tried to make this game as speedrun friendly as possible.
I didn't really have any particular inspiration in mind when making the game. I teach programming in schools with Scratch and it was kind of based on one of the games I make in that. It ended up kind of Pac-Man-esque, in that you collect things and are in a kind of maze, but that's a bit of a stretch.
7,858 <s>7,540</s> tokens
v2.1 - After some great feedback (thanks @jeb!) I've made some changes I was kicking myself for not thinking of.
•Added a walking animation for the monkey
•Added a third difficulty, so now there's Easy - 125pts per level, Normal - 250pts and Hard - 500pts. You can easily get through easy (pun intended) in under fifteen minutes.
•Made a bunch of minor adjustments to map layouts, there shouldn't be such a big difficulty spike in the mid-game now.
•Fruit should no longer appear directly adjacent to or on top of the monkey. Less broken streaks!
Dominion Ex is a vertical-scrolling shoot'em up. Fight 14 different enemies with 4 weapons over 3 levels of space action. (That's 168 pieces of fun!)
It features two difficulties and a ship upgrade system to allow for different play-styles and strategies.
Z - Fire
X - Select weapon
Collect coins to pay for ship upgrades.
To leave a level and visit the hangar to upgrade your ship, you need to fully charge the FTL weapon.
This was a lot of fun to code and a big learning experience. So let me know how you find the game!