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katiusza

I aspire to out-Action 52 the Action 52 on PICO-8.


Cart #save_icon-1 | 2022-03-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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About

Witches study various ancient mysteries, but some mysteries are too arcane even for them. Such as retro technology.

This game is largely based on Falcom's 1984 Dragon Slayer, with my reference version being the MSX port. Much of the premise is the same: you collect different power-up items and bring them back to your base, which allows you to level up to allow you to fight stronger monsters and in the end you face the final boss -- which is the Dragon in Dragon Slayer, and the save icon in this game.

The initial enemies can easily kill the player, and the first course of action would be to start collecting various colored coins and bring them back to the purple magic circle. You will learn new magic spells as you kill enemies, and once you have killed 99 enemies (there's a counter on top-right) you can take care of the save icon and finish the game. Each time you kill an enemy, the game will spawn a new one, and they'll be stronger than before.

The rough estimate to defeat the boss is +5000 ATK and DEF, or there might be an easier way.

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Cart #makaronomachia-0 | 2022-03-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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About

This is a re-interpretation of Bokosuka Wars by ASCII. You control up to 9 characters simultaneously, and combat will occur as they run into enemies.

Unlike in Bokosuka Wars, the enemies only move when the player moves, making this a turn-based game. Like in Bokosuka, the enemies may run into your direction and block your way, but they won't initiate a combat until you decide to engage them by running into them.

The characters have life bars. Defeating enemies will increase their max HP and ATK, and defeating five enemies will promote them, giving them a boost in growth -- but there's a limit to how strong a character can get. The characters heal slowly as they move as well.

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Cart #dambi2-3 | 2022-03-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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220331

Minor bugfixes

  • Pressing O to skip the last cutscene didn't reset the game
  • One of the levels had an unintended moving platform

About

Dambi was running low of the essential winter supplies, and she decides to raid the nearby snowmen's den. After all, they're natural competition for the same ecological niche.

This is a sequel to Dambi Gest Ready for Winter, and as such it looks quite similar with the recycled assets all over the place. Gameplay-wise, it's quite different as the enemies now actively chase Dambi. These snowmen are the first enemies in my games that can go around obstacles and chase the player -- not in the most efficient manner, but still.

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Cart #mirrormaze_bomber-2 | 2022-03-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Quickfix

  • Minor fix with the bomb spawn location. Sometimes they spawned slightly off the grid because I forgot to readjust their pos.
  • Fixed typo.

About

This is an amalgamation of Binary Land by Hudson and Bomberman, also by Hudson. I guess I really like Hudson more than I realized.

The player controls the two bomberbots simultaneously. The primary character (the one marked with "!") will respond to your directional input, whereas the secondary will move in the horizontally mirrored fashion like in Binary Land . But unlike in the original game, you can press O to change your primary at any time.

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Cart #still_a_magical_girl-0 | 2022-02-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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About

An ex-magical girl's familiar cat leaves home, and she sets off to find her cat.

It's my first attempt to use 16x16 sprites, and I definitely feel that a scrolling game with 16x16 on PICO-8 was probably not the smartest design, I had very little room left for the levels, of which there are only two.

But as a prototype, I had a lot of fun figuring out how to make various mechanics work -- parallax, bouncing boulders, moving platforms, jumping down from a platform and a life bar. ...and as a result I think it's got a bit more spaghetti than even my usual, but the next time I use them I'll be able to handle them better. Maybe. Hopefully.

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Cart #bomba_cum_laude-2 | 2022-03-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Note: I am aware that the title could sound pretty bad in English. The Latin title means "bomb with praise", which is a pun on the expression "summa cum laude". I made the title in Latin as I used it as an Ersatz of the fictional Matogan language, and this didn't come to my mind until it was pointed out. It's not something I mind too much, but please keep the comments civil.

Update 200317

Performance update. Instead of creating all crates and enemies per level at once, the game will create them as they come into screen and this reduced the slowdown at the beginning of a level.

Update 200221

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Cart #no_broomstick-2 | 2022-02-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Update 220214

The arcade in the mall was screaming for a minigame but it took me a while to think of one. The minigame can be played once per game and it doesn't affect the ending. Nari (the white witch) will alternate between moving randomly and actively chasing Dona in the shortest distance. It's technically beatable but just barely.

Edit: Can't believe I forgot this, Nari was always facing down in the previous version. Now she faces the direction she moves.

About

Dona the Witch needs to return a library book and that's the entire goal of the game, which can be accomplished in half a minute. But the underground mall has a lot of distractions should you decide to explore, and Dona has a tendency not to think before spending, or think too hard and rationalize the impulse buys.

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Cart #witchtraps-3 | 2022-03-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Update 220306

  • New: Combos. Successive killing enemies without taking damage ticks the combo count on the top right, and every 50 combo increases the score multiplier by 1. e.g. at 0 combo, the score multiplier is 1, but at 120 combo the multiplier is 3. Since all non-boss enemies have default score of 1, this effectively becomes the score per enemy.
  • New: High scores. The previous versions didn't need it because of the limited number of enemies with no multiplier, which set a ceiling for how high the score can get and pretty much every successful run would give score in the ballpark range between 1200-1300. Since that's not the case anymore, a high-score system is added. The score will be red when you're over the current high-score, and you'll see the current high score for each character on the title screen.

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Cart #misty_forest-2 | 2022-01-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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1.11 (22/01/28)

There were occasions where the enemies appeared to move at inconsistent speed, as if they rush at the player as soon as they can. This was really bad since the game kind of depends on the player being able to predict the enemy moves. My suspicion was rounding, so instead of setting their speed at 0.25, every enemy now has a timer that they can move one pixel only every four frames, which should be morally equivalent to speed 0.25. At least as far as my brain can tell at 2AM, the problem seems to be resolved, or much mitigated at least.

1.1 (22/01/25)

Tweaked the control a little to make turning the corners smoother. Mina will steer herself around the corner when she's partially blocked by a wall.

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Update 03/08

Fix: Another bugfix, hopefully for the last. Dambi wasn't showing running and sliding animation and just sliding in the idle animation since 02/27 update, this is now fixed.

Update 02/27


Fix: The player states (e.g. standing, jumping, etc.) have been rewritten to become mutually exclusive, and this helped me get the ladder to work better. e.g. unlike before, Dambi will no longer automatically latch onto ladder when she comes in contact with it while airborne, and she will simply jump past it -- unless the player presses up/down while she's airborne and is in front of the ladder.

Tweak: Dambi has a bit more acceleration now and she jumps a bit further so jumping between two-tile gap does not need to be as precise as before. Also, she'll have a decent chance jumping over two spikes at once, if the timing is precise.

Added: More graphics in the background. Looks a bit less bland.

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Cart #sugarhigh_daun-2 | 2022-02-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Update 220211

The enemies have collision against each other and they're less likely to overlap. They pick a random direction when colliding and this can cause a little wobbling but at least they'll try to unstuck themselves. It's something I wanted to do in the first version but didn't know how to check collision against all other members in the same table/class..

Update 220119



The two known issues in the initial release are somewhat mitigated now. The ball will course-correct itself when it's one pixel off from being able to travel, and it's a little easier to shoot through gaps. Also, the ball hits the enemy when it comes into collision with both the wall and the enemy, but enough of the ball's width will need to overlap the enemy.

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Cart #pakupaku_maze-5 | 2022-01-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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1.13 Update


New: The game now has Mode A and Mode B. In Mode A, Paku-paku will continue to travel in the same direction until it hits a collision. When a user gives vertical input while Paku-paku is traveling horizontally, it will continue moving horizontally until it comes to an intersection where it can turn vertically. In short, this is closer to the original Pac-Man. Mode B is the same as before, Paku-paku will only move when an input is given, and will come to a stop when there is none.

I thought about this and it came to my mind that since the game looks so similar to Pac-Man, players would also expect it to play like Pac-Man. So I felt like an option should be there. Mode A feels more fluent when turning corners as a result, whereas Mode B still makes it easier to ambush the ghost by camping next to a power pellet. As a result of this change, the game now saves 8 high scores, 4 for each ending multiplied by two modes.

New: There is only one key and its spawn position is now randomized. After repeated test plays I inevitably came to know where things are by heart, and I realized that I placed the keys too close to the exits, making 70% of the play field pointless to visit in any given run. Sure, I didn't want to make the game too hard, but maybe this was made too easy. Although there's only so many rooms to explore, I think this can still be a tad frustrating so here are the room coordinates where the key can spawn.

(5,1), (2,1), (6,1), (3,2)

Fix: The door bug is now fixed. After a bit of fiddling I gave up and decided to hard-code door coordinates, so all four doors open when there's no pellet and Paku-paku has a key.

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Cart #navader-1 | 2021-12-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Update 211231


1.1 update

  • New: Timer added to track how long it took for a player to beat the game. The game saves the best records for each mode on the cart.
  • Fix: Enemies now fire only when there's no living enemy below them in Mode A. The bullet intentionally spawns 8 pixels below the enemy.
  • Fix: Player bullet spawns right above the player in Mode B.
  • Fix: Ending text modified following feedback on Discord.
  • Partial fix: Slightly better enemy laser spawn position in Mode B.

Known issue: The enemy lasers in Mode B spawn where they should at first, but as game progresses and there are less enemies on the screen, the laser seems to spawn lower than they should. The intention is they spawn 4 pixels below the enemy, otherwise they sometimes move down and spawn laser at the same time, destroying themselves.

And with the fix in Mode A, I can now recreate Nagoya attack. In Space Invaders, there's a bug (or a feature?) where enemy bullets spawn one row below than their position, so when they're at the bottom row the bullet will spawn below the player, rendering the player invincible. There's a lot of risk playing it this way, both in the original and in this version, but it's something I wanted to include in this version as I heard this was how the 'cool kids' played the game back in the days.

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Cart #kakakaboom-4 | 2022-03-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Update 020322

  • Previously, extra lives were given at 200/400/600/800/1000 points. Now the first extra life is given at 300, and then every 400 points with no upper limit. The player can keep up to 8 lives.
  • Cutscene intervals are extended, appearing at every 1000 pts.
  • High score cap is removed.
  • And while at it, a little more embellishment on the title screen.

I wanted to go to bed, but somehow my brain thought of this change, and I couldn't fall asleep without letting this out of my system by implementing it.

Update 022020

  • Slight revision to the text to tie in with its plot sequel Bomba Cum Laude.

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Cart #miromina-3 | 2022-02-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Update 220224

  • Minor bugfix on two items
  • Added 1 pixel movement buffer. It didn't feel too stiff on analogue stick, but I noticed the cornering was stiff on d-pad.

Update 220109

  • Fix: All items were part of the background map tiles in the original version, which gave them somewhat wonky collision when picking up and dropping them, and they showed the background when on the floor. Now they're treated as objects on top of the background, giving a much cleaner look.
  • Fix: A side effect of the above was that sometimes the chests will duplicate when you open them. This shouldn't happen anymore, as chests are also objects with box collision now.
  • Fix: Another side effect of the above, you could place an item and replace a tile that triggers events essential to complete the game, making the game unwinnable (like in front of the statue above). Since dropping items doesn't alter the map, this shouldn't happen anymore.
  • Fix: Some items had light green and it blended into background when carrying them over the grass area. They're now darker.
  • New: "About" page added to the main menu explaining the basic gameflow. Combined with the in-game text hints, I hope this should give enough information to the player now.
  • New: Game B added where the item locations are randomized. Some items always spawn in the same place (like a key shouldn't spawn behind the door that requires a key). I might want to revise this later so that the key items will be randomized, but still spawn within reach.

I played this for an unhealthy amount of time after the first release and I could see the shortcomings (especially about the tile-swap). I feel a little better about this game now than before. My only gripe against the game now is that the two of the three stage hazard items are honestly quite useless and there's rarely any reason to pick them up.

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