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Marina Makes

I make games on pico-8. That's all.

:: Unfold ::

Interview With Unikotoast Creator of "Buns: Bunny Survivor"-Pico-View #2

U = Uniko

M = Marina

Their games:
Buns: Bunny Survivor (click link)

Witchcraft Tower Defense (click link)

M: So, in your own words, who are you and what pico-projects have you made?

U: I'm a begginer indie game dev, I've started playing around with Pico-8 around 7 months ago. I really liked Vampire Survivors and wanted to make something similar but I did not want to invest a lot of time into learning game engines so Pico-8 was perfect. I never ever did anything gamedev related but I have a decent experience in software engineering. I only made 2 games https://unikotoast.itch.io

M: So, what feature/part of "Vampire Survivors" drew you the most to want to make your own survivor game using Pico-8?

U:Multiple abilities!

M: There's this io game I played some time ago, https://diep.io. In it you play a tank and you upgrade six abilities (shot speed, damage, movement speed, ect ect). On their own they were cool, but when you upgrade two or more abilities in tandem your tank mentally and magically becomes a machine gun, a sniper, a shotgun, or anything else you could possibly dream of.

And similarly http://diep.io has permadeath. Which creates something very similar to "Bun's", where you spawn in, and you start to have a very clear mental path you'll take in order to get your preferred build. But what I find separates these survivor games, like "Vampire Survivors" and "Buns", most of the abilities aren't just "atk+" or "speed+", you have abilities that allow you to fire dash, freeze dash, pick up more gems, ect.

U: Yea-

M: AND ON TOP OF THIS you only get a few upgrade options every time you level up. This creates situations where none of the upgrades will benefit your build, so you have to think, "hmmm, which one of these seemingly arbitrary upgrades will help me most/ harm me least?". I really enjoy these in-game decisions. And then "Buns" comes a long and gives us this concept in an extremely streamlined and juicy package. Here, for example is a magnet, which looks and feels amazing to pick up:

U: The most impressive thing about Vampire Survivors is that the concept of top down arena shooter is nothing new (see Crimsonland) but this game revived this genre in a very neat way and now there are dozens of games like this on Steam: 20 minutes till dawn, Brotato and many others.

M: One thing I didn't realize in the game, and had to read the description to know, this is your first game. Which is crazy, so I realized you must of had a few pretty descent playtesters behind the scenes, is that correct? And if so how often and when did you start playtesting?

U: I had none dedicated playtesters, all feedback I got from lexaloffle bbs and Pico-8 discord. Balancing damage and hp numbers is really tricky and takes a lot of time, that's true, I'm still not satisfied with Buns, it could be way better.

M: I don't think anyone is ever satisfied with their work when complete, but how long did it take you to make "Buns"?

U: It took 2 months in my free time, I think it took around 100-300 hours including learning Pico-8

M: That's kind of amazing, what's your favorite mechanic/feature/ect,ect you were able to squeeze into your project during that time?

U:Particles and explosion effects are very fun to play with

M:Trust me, they never get old, If Zep were to come down from the heavens and adjust the tokens/characters/ect for you to add one more feature, what would that feature be?

U: In Buns I would add a pet cat that attacks enemies and follows you, an ability that I had to cut down to get more tokens.

M: Have you met my friend Achie who made "Lina And The Witches Of The Moon"? There's a cat like that in his game, but it's available from the start without any work and I feel like it clutters up the screen. It's literally the only thing I dislike about that game.

U: I played Achie's Lina and it's very cute game I liekd it!

M: Anyways, I heard after making "Buns" you made a tower defense game, could you tell me what that's all about?

U: My second game is Witchcraft Tower Defence, it has a unique mechanic for a TD where each tower you create is random and to upgrade you have to merge 2 same towers

M: Did "Buns" influence the creation of Witchcraft TD any, and if you would've made Witchcraft TD first would it have been any different? ps (Pico-Playtime on Youtube played both of your games, which is really cool.)

U: I always wanted to make a TD, I reused a lot of code from Buns. I don't know what will be different if Buns was second :D Pico-Playtime is awesome yes, he also made music for Buns

M: Wait, really? I remember him talking in his video about how it would be nice with music, since it had none then. That's trippy though, wow.

U: Yeah, he suggested to make music and I added it

M: And finally, what do you have planned next as far as pico-8 or any game dev endevours?

U: For now I'm on a little hiatus and slowly learning Godot

M: Nice, well I'm sure we'll all be happy to see what you make next. Good luck and happy game deving.

"Making pixels and buns" -Uniko

Twitter: https://twitter.com/unikotoast
Lexaloffle: https://www.lexaloffle.com/bbs/?uid=66592
Itch: https://unikotoast.itch.io/

Twitter: https://twitter.com/MarinaMakes
Lexaloffle: https://www.lexaloffle.com/bbs/?uid=70079

P#120291 2022-11-27 02:34

:: Unfold ::

Interview With Noh Creator of "Wizard Hop" and "Shotgun Night"-Pico-View #1

Noh = Noh

Mar = Marina

Their games:

Shotgun Night (click link)

Wizard Hop (click link)

Pipe (click link)


Mar: So, who are you and why are you on pico-view? Or, what you made? I'll tell you why you're here later.

Noh: I am Noh, a pico-8 gamedev for almost a year, and I've made games such as Wizard Hop, Diesort and Shotgun Night

Mar: Nice. I haven't played Diesort, but I played every other one of your games. What's Diesort about?

Noh: No one has 😢 😂 Diesort is like a warioware style dice sorting game i made for GMTK-jam 2022

Mar: I like how juicy it is. I noticed all of your games have had a lot of juice, except your first game "Bullet Tower"

Noh: Yeah, i really like to focus on juice/game feel on my games. Bullet tower was my first proper pico-8 game so that was more testing the waters.

Mar: lol, yeah, it's cool, every game besides "Bullet Tower" is really good and juicy. What's your favorite?

Noh: I haven't really been making (pico-8) games for that long, so i feel like every game I make is mostly better than the last. My fav has to be either Wizard Hop or Shotgun Night.

Mar: I actually put all of your games, apart from Diesort, bc mouse, onto my Miyoo Mini. And I started from your first and went all the way to your latest, Shotgun Knight. My favorite is "Pipe", but I might be bias bc of how awesome the red looks on the Miyoo:

Mar: I mean when the title screen looks that juicy, you know you're in for a ride, I'm gonna have to take advantage of that Miyoo red someday.

Noh: I though i had this super cool game idea, by controlling the pipes, and having the bird move on his own. But it think it turned out like a more annoying flappy bird for many

Mar: And Wizard Hop seemed really juicy too, but I didn't understand the stat system very well at first. About five minutes after picking it up I got it and it was a blast.

Noh: I could have explained the mechanics better in game. A lot of ppl had a hard time in the beginning, but I've heard it gets a bit addicting when you learn the ropes. Ok "addicting" is maybe a strong word, but you know what i mean😅

Mar: No worries I've also fallen victim to the "addicting" Double entendre. I'd say that there's two kinds of addictive gameplay:
-Actually addictive gameplay where it effects your real life. (slot machines and gambling)
-Fun gameplay where you feel as though you could fill any of your free time playing it. (Zookeeper and Pipe)
Atleast that's my meaning of it.

Noh: I considered getting a miyoo, but the wood grain 351V was to goofy to not get😂

Mar: LMFAO Don't you just love that rustic look on your handhelds? Is it plastic painted or real wood?

Noh: No its plastic

Mar: Ah that's a no-go, I like my game boys all-natural. How'd you like the Anber?

Noh: The 351V has a very good size, only problem is that it isnt as pocketable

Mar: lmfao, you have to lug around your hand-held? Skill issue much? The miyoo mini could fit in my mouth if I wanted it to.

Noh: Have you checked-

Mar: But the plastic on the case has this awful taste. No, of course not. I'm offended that you even suggest that I have.

Noh: Im not sure.. I mean what if your pockets are full or something. Its not like you can hold it when tarveling around

Mar: What're in your pockets? Unless your packing a crt television in both pockets the Miyoo will fit.

(left Miyoo/right Anbernic)

Mar: Wait, does the Anbernic run pico-8 natively?

Noh: Yeah

Mar: Okay, you win this one.
I have to use Fake-08 over here.

Noh: So you don't have direct access to splore

Mar: AND "Last Night" "Fortune Fishing", and another third game I can't remember doesn't work with it. AND NO PERSISTENT HIGHSCORES But next month they're adding save states, so you just gotta take what you can get. BUT, before we start a handheld war, what about your game Wizard Hop.

Noh: So it was originally made for "Pursuing Pixels Game Gam James Jam". Im sorry: "Pursuing Pixels James Jam Game Gam". The theme was permanence(which i think i did a terrible job following but ill come back to that)

Noh: My original plan was having the wizard dude in an arena where he would have to place platforms and walls to help dodge and fight monsters, but when you placed the platforms/walls, they would be there for the rest of your game, so they might mess you up later if you aren't careful with the placements. That somehow turned into what it is now. The new idea is that when you get hit, you get permanent debuffes, and when you kill an enemy, or hit the orbs, you get permanent buffes

Mar: I relate deeply to that statement.

Noh: I wanna hear your experience. Just curios.

Mar: Oh, Grill Boy. Let me pull up a gif... Here's the initial concept art on the left, and to the right is the final game:

Mar: How it ended up. Originally you'd have to flip meat. Well, you still do flip meat. But, you'd have to adjust the knobs in order to cook the meat perfectly. Except one of the knobs is broken. And it would've had the same flipping mechanic that it does now. Now, it's just a tetris-sort of game, where you sit down and have to react fast. It's nice on the Miyoo. Mostly bc the buttons are easy to press. "Pipe" was also easy to play too.

Noh: I feel like there is this pico-8 type of game feel, which i have never been able to make

Mar: Really? I feel the same way. But your game "Wizard Hop" looks and feels like a really main-stream pico-8 game man.

Noh: Thanks. There are some stuff i don't like about it, but overall im happy with how it turned out.

Mar: I mean no one is 100% happy with the game they make. I mean the dev knows it best. Anyways, what problems do you have with it?

Noh: Its hard to understand/get into for new players and i don't know if the buff/debuff mechanic is that good.

Mar: I'll agree on the first one. I played it on the miyoo for like three minutes. But, when I came back to it I got the hang of it and it was kind of fun. One thing I don't particularly enjoy is that to jump high you have to press for so long, so it's hard to just click it. Or idk I'm just an arcade gaem enthusiast, I don't know jigglysquat man. But, anyways you made a post-jam update?

Noh: Reason why i released the post-jam update after the jam is because i ran out of space, i had a lot of cool ideas for it

Mar: Ran out of space? Like out of tokens?

Noh: Tokens yeah.

Mar: Jeez I didn't expect that, but I've never made a platformer.

Noh: Thats the first time i had to think of token management

Mar: I'm still lucky lucky three games in, but I try to make my code minimal as possible, as I'm forgetful and dum.

Noh: Its also just that I have a habit of making 🍝(spaghetti) code

Mar: I prefer pasta salad code. A few days ago this article came out where I talked about how I made "Fortune Fishing" and I demonstrate my process of: I make 50% of the game in the first two days, and the next month is spent forcing myself to do the other half.

Noh: Here's the code for wizard hop:


Noh: You see that long strip of white to the right? thats the code where i manually wrote how every platform type looks.. like instead of using the map like any rational person

Mar: I'm actually thinking about using a similar system for my next game. Or now was.

Noh: i think you can use the map for stuff like that

Mar: I mean yeah, but I like my sprite sheet, and hate editing the map. So there's a conflict of interest there between rational me and ooga booga me.

Noh: What is your fav genre?

Mar: ...That's kind of a big question. My favorite genre is arcade. I like "Zoo Keeper" "Pac-man" and "Bubble Bobble" And this is like a new obsession. So it could change in a week.

Noh: I also really like the replayability of those games

Mar: IKR The only thing I dislike is that experienced players have to play through the same old levels.
Something I think spelunky solved.

Noh: Spelunky is peak for real.

Mar: OH, and one more thing, tell us about the thing I got you on here for, "Shotgun Night"

Noh: It was made for mini jam i think 117, ghosts. The theme turned out to be «shotgun» . Which some may argue does not fit with ghosts, but i disagree The only thing scarier than ghosts are ghosts with shotguns.

(the mini-jam is a semi-weekly jam where there's a theme: "Ghost" and a challenge: "Shotgun". You have to follow both)

Mar: Can't argue with that. PS- I was going to participate in that one, but in the end chose not to.

Noh: I was really inspired by the visuals of downwell for the game

Mar: OMG I love that game. Well, i haven't played it, but I've watched hours of gameplay. I really love the minimalist pallet of three colors. It's easy to read visually.

Noh: Fun fact ive 100% it😎

Mar: Wait, really?

Noh: It was painful but it was nececary

Mar: I tried playing Shotgun Night on release and on the Miyoo yesterday.
I'm not gamer enough to beat it.

Noh: It is pretty hard

Mar: Nah, nah, I'm just an awful gamer. That's partially why I recommended the kill-freeze. To help my fellow skill issued gamers.

Noh: I tried freeze frame, but it didnt really fit it. I have it in the 2 player versus mode though, when you steal the lead from the other player. Yeah i added it in the post jam update.

Mar: Oh good, I was worried for a sec, Idk how someone could make a game and add a two player mode in a weekend. I've always wanted to make a game multiplayer.

Noh: Its the same campain, but you compete for most kills. Its pretty fun screwing the other player over by launching yourself on them.

Mar: As it always is. Welp, I think that's it for this "interview". It was nice talking about game dev with you!

Noh: It was fun! Thanks for having me. Just before i go..
(anbernic is better than miyoo)

Mar: Get the fuck off my interview. pumps shotgun

Noh: Bye👋😂

(next pico-8 view will come out in a week)

Twitter: (couldn't find) (No twitter?)
Lexaloffle: (couldn't find) (No lexaloffle?)
Itch: (couldn't find) (No itch?)

Twitter: https://twitter.com/MarinaMakes
Lexaloffle: https://www.lexaloffle.com/bbs/?uid=70079

P#120812 2022-11-17 00:34 ( Edited 2022-11-22 05:00)

:: Unfold ::

Fortune Fishing: A Pike-Moray-tem

Due to the fact that I kept an intensive record while working on my latest game, "Fortune Fishing", I've decided to create this post-mortem. I am not proud of "Fortune Fishing", at least not especially so. I am only posting this so that perhaps we can all gain some knowledge from my experience working on "Fortune Fishing".

And maybe we all can learn a little bit more about this river that is game-dev.

Waist Deep In Grill-Boy

When I came to the realization that I wanted to make "Fortune Fishing" for the 2022 AGBIC jam. I was still Waist Deep In "Grill-Boy", the project I was working on at the time. I was in the stage of game development I like to call "The Slodge". Where it feels like you're wading through toxic sludge in order to drag this game through the finish line. I was desperate for an escape.

"Fortune Fishing" offered a very convenient one of these, like a river that had washed away the sludge. I planned to work only on Thursdays on "Fortune Fishing", and I announced this in the A Game By It's Cover discord. This was so that I wouldn't get too tired of "Grill-Boy".

The next day my plan turned into everyday, but only after I finished that day's tasks for "Grill Boy". I shared this system I had to a game dev community ran by a game design professor, who I am honored to call my Senpai.

What I didn't expect was for Senpai to part the heavens, to tell me, "Don't be working on two games simultaniously. Classic mistake that will always go wrong." I instantly put "Fortune Fishing" back onto the shelf, continuing work on "Grill-Boy".

What I didn't realize at the time was that, while Fortune Fishing was indeed washing away the sludge, it in fact was doing that job too well. Looking back now I realize that if I had spent even one more day on that track then I would have quit work on "Grill-Boy". And yes I did hate it at the time, but now it is my favorite of the games I've created.

(Senpai later explained; "Making games is hard and requires continuous attention to maintain the creative momentum. You spend some time away from it and it will grow stale. Going back to it will be harder. So when you jump between two games not only do you have to make two games instead of just one, you will also have a harder time than just making two games in a row.")

Misconceptions and What I Had To Cut Loose

Half a week later, on October 26th I finished "Grill-Boy", and had to force myself to take a two day break. My wall-paper was "Fortune Fishing", I was constantly thinking about "Fortune Fishing", and I studied slot machines during my break to make "Fortune Fishing" all it could be. And finally the time to start work had come.

I really like the idea of slot machines. The fact they're like machines which people develop relationships with. With little easter-eggs which frequent players know well. It reminded me of an ancient legend, of an Ar-cad. Ancient temples where people of old would put coins into large game-boys and play them. The only difference between the ancient temples and these modern slot machine houses is... The abuse of the consumer. Slot machines abuse the magical player/machine relationship and sometimes cause real world consequences to those who play them, so one of my early goals for '"Fortune Fishing" was to put the power back into the hands of the player.

Besides hopes and dreams, I had one other thing. A demo I had made during the development on "Grill-Boy" (I'll stop talking about it soon) It featured a 16bit sailing cat with a fully animated boat:

I was really happy this demo I'd made, and everyone else was too when I showed them gifs. BUT when I started planning for realsies, I realized that: If the player was 16pixels big. Then the player was only 1/8 the size of the screen. Which meant my idea of jumping fish wouldn't and couldn't pan out, so I came to terms with the fact that I had to scale down some.

It is to be noted that most slot machines wouldn't be fun if money and gambling were not involved. Slot machines sometimes have real world effects on players, a real life jumanji if you would. Thus is why my infatuation with slot machines ended at that key person/machine relationship.

The Initial Rush

The start of every project is like a sprint of joy. You have all of these ideas, and are able to implement them easily. Work comes easy and fast. You want to talk about your project at any time you can. It feels like driving a race car, except you're driving a Koenigsegg Jesko Absolut (a speed car powered by a 1280 bhp (1600 bhp on E85), twin turbo charged V8 engine, featuring the world’s lightest V8 crankshaft that weighs just 12.5 kg) and everyone else is riding bikes.

During this time I was adding in enemies quickly, finding and solving code and design problems with extreme efficiency. On October 27th I wrote: "I felt a real shot of adrenaline when the Grouper was mixed in with the Karps. I know that it is fun to avoid fish." I was still coming up with unique ideas dynamically, like power ups and UI decisions.

After a few days of steady development I was ready to play-test. On the 29th I wrote, "After the playtest tonight I'd like to experiment with some ideas like rival moles, harpoons, or mole shops. Of course I mean after I finish fixing things from the knowledge I gain from the playtest. I've been thinking today, about how maybe this game should be shaped more like a rogue-like in progression. Where you have to be clever, on the go, as each wave is random. I really think the idea of rival moles could go somewhere, AND the original cart artist intended for the "moles" to be vampires who you'd have to compete against. I originally disposed of the idea bc it didn't seem to fit in with my vision, and I didn't like the idea of mystical creatures.
But maybe, I'll let the moles be vampires, I don't know."

In actuality none of those features would ever be added, but the fact I was thinking of them so rapidly shows how The Initial Rush effects us. I'd say that before the playtest 50% of this game was done. After only a few days I was half-way done and didn't even realize it, but little did I know the river would soon dry.

I say again, every project has an initial rush. One thing I've thought about during the development of "Fortune Fishing" is, should you try to stuff that rush as much as possible or try to slowly cultivate your motivation. I'm too scared of wasting time to experiment, but maybe you won't be.

The Decline and Reflections

The playtest went well, with several accounts I got some really good feedback, while fixing some bugs encountered during the playtests I wrote down: "What makes games fun: changes in speed, Risk / Reward" I don't think there is a simple formula to fun, but the fact I was trying to define what makes a game fun is a nod to the fact I was beginning to worry about "Fortune Fishing" not being so.

I compiled all of the feedback, and wrote down all of the possible solutions. On November 3rd I wrote, "I hate that I cannot quit, and I hate that I can't push forward." I find myself constantly in these battles with rapids where I occasionally fall out. The secret is to get back in your boat and keep going.

(original tweet cart by https://twitter.com/lucatron_)

I had quit game dev for all of two days prior to November 3rd. Of course the next day I wrote: "Progress is steady once again. Working on the power up "shops" Which I've decided will be water spouts."

Pushing forward seems like a small token act, but if you don't push forward then you will sink. And in my experience you can never really drown. Even though you can let the rapids take you and wash you ashore, and even if you may stay ashore for several years. Still eventually it seems, you will eventually paddle back out onto this river again.

Grill Boy's Ghost

On November 9th I opened up to myself about something that had bothered me for a long time: "I feel desperate to add in these power ups. I've never mentioned it until now, but the fact I didn't add in power ups to "Grill Boy" haunts me. The only problem I find is that the power ups don't really change the gameplay all that much."

The power ups still don't change the gameplay in "Fortune Fishing" very much, but I had to do what I had to do in order to finish it. Similarly I had to do this with "Grill-Boy", but I left these power-ups out as I couldn't think of a way to incorporate them in a meaningful way. I used to feel great shame over "Grill-Boy". In fact when I started work on it I was under the somewhat mystical belief that ideas choose the people they believe can finish them best. By the time I finished, I was far from that belief.

Sometimes I wonder why I'm doing this. Why I'm putting myself through game development. It's not for fame or riches like it was when I was a younger teenager. I distinctly remember at age ten wanting to be the next Shigeru Miyamoto, and being willing to do anything the achieve my goal, but now why? It makes my life much harder and brings me little joy besides endings and beginnings. Why do I keep going? As I stated earlier, even if I got off the river. I would one day become fascinated with it again. So what would be the point of stopping?

I now know that we choose ideas, and we have to develop those ideas as we push forward. We have to choose which fork in the river to go down so that our games end up the best they can possibly be. Sometimes we do have to hack parts of our games off, in order to be able to paddle them to the finish line, but it's made worth it by the beauty of the ocean.

The Current and Procedural Generation

Pushing forward was working. And now I was at the point where I would add in procedural generation. The way "Fortune Fishing" handles procedural generation is cheating, similarly to how Spelunky dev Derek Yu "cheated" his way out of true procedural generation by designing rooms that would be placed on a 4x4 grid.

(Derek Yu of Spelunky)

This system would work even better for me,so I similarly designed a couple dozen levels which would be randomly generated, with a few exceptions: Level one would always only contain a single Koi. Levels 4,8,and 12 would have bonus waves. And the levels would increase in difficulty as they continue on. These hidden difficulty knobs turn up every round.

This system isn't much on the back end, but it works well up front. Which is all that matters.

The designing of any procedural process should always start with "what do I want this to do?" I wanted:
-Player experiences one on one with every enemy before advanced levels with them.
-Levels are picked based on difficulty:
1- a 1-3 fish of the same type
2- two types of fish, but no more than two each.
3- three types of fish, but no more than two each.
Now, the real question is: what do I do about the level generation? Should I use premade waves, or randomly generate them?"

I eventually choose to use premade waves, as it would be more code efficient, and I had already created what seemed to be every possible fish combination myself in each difficulty.

If you couldn't tell my brain was willing to work once again. Not as fast as during initial rush, but still it was willing. I attribute this partially to me wanting to be done, but I also genuinely enjoyed playing "Fortune Fishing" at this time. I really liked the arcade aspects of it, and how a few of the playtesters really did seem to have fun with it. The Current was picking up.

"Cheating" in game design should be praised and expected at this point, anything that can be simplified without the project suffering should be done if needed. The truth is there is no such thing as cheating in game development.

The Last 10%

"I feel like this project will be done soon. It's been 22 days since I started. Compared to 14 days each on "Grill-Boy" and "Shoot Em' Doot Em" respectively. I've never really realized I was in the home stretch while developing a game. I always just run out of my to-do list after battling all of the demons which plague game-dev. But now, I know that this is The Last 10%." -Nov 11

The final days of Fortune Fishing were bathed in ideas for the game and other things, similar to the beginning. I had ideas for everything you could imagine to put into an arcade game, I hardly got any of these ideas in, but I was making tangible progress. Eventually during an all-nighter I came across a problem...

"The power up which makes the hook go farther causes the big fish to sometimes have physics errors. It's causing me actual mental anguish. I am going to remove the power up, as I've taken steps to do everything else."

"Another problem with this weight power up, is only people who use modern western fishing techniques will understand what they could even be. And on top of that the resolution is so low even they can't tell. This may be a blessing in disguise." -Nov 12

I hate removing things from my games, but this was one I didn't mind because of all the trouble it brought me. After this I pulled one more all-nighter. It was during a snack break, that I realized I was finished. I had a lot of ideas left out, but I knew they didn't fit neatly into the game. No matter where I stuffed them at, but in exchange for that, I was finished.

And finally here's the playable game:

The biggest problem I found in "Fortune Fishing" was the difficulty. I think it's important to always learn from every project. So for my next project, I will be sure to play-test for difficulty.

Why Fortune Fishing Post-Mortem?

Why did I write this article... Thing? Partially to document my work on "Fortune Fishing", but also to share the insights of which "Fortune Fishing" gave me.

"Fortune Fishing" taught me about all the parts of the river. The currents, the rapids, and even the mudflats, and more importantly how to get through all of them. Keep going forward. But, why go forward? Because, if you keep going forward on the river eventually you will see a great blue mass of water which flows to every country, edge, and corner of the earth. This ocean is the feeling of finishing a game, and having another piece in your gamedev catologue.

What next?

All of this brings us to right now. Currently I'm entangled in a few projects like:

-Project Pico-View (I interview pico8ers):
(coming soon)

-Printo and other simple functions for pico8ers:

And finally...

-Testing out ideas for a new game. I have a deep seated superstition that sharing a game idea to early will sabotage production, so you'll all just have to wait.

Thanks for reading! -Marina XOXO

P#120699 2022-11-15 23:56 ( Edited 2022-11-16 00:05)

:: Unfold ::


Printo is a homebrew function I've made over the course of a few projects. It has four different outline options:

-nil = simple outline
-0 = no outline (best to be used for centering)
-1 = lazyline (inspired by lazy dev text outlines)
-2 = crazyline (creates an ultra-thicc outline)

It also has the ability to center text, including ascii characters, unlike most centering scripts. Simply type c into the x value when calling Printo.

I've fully intended for printo to be copy-pasted willy-nilly, feel free to use it in any project.



 --like this:

And then copy this code into your functions tab, or at the bottom of your draw tab.

function printo(tt,px,py,cr,oc,ty)

 for i=1,#tt do
  if ord(tt,i)>128 then

 if px==c then

 --type nill (outline)
 if ty==nil then
  for x=-1,1 do
      for y=-1,1 do

    --type zero (noline)
    elseif ty==0 then

    --type one (lazyline)
    elseif ty==1 then
     for x=-1,1 do
      for y=-1,2 do

    --type two (sharpline)
    elseif ty==2 then
     for i=-1,1 do

    --type three (crazyline)
    elseif ty==3 then
     for x=-1,1 do
      for y=-1,1 do
     for i=-2,2 do

PS - If token count becomes a problem you can delete the outlines you don't use. With two outline options it's 210 tokens, with one it's 114 tokens. Most projects will only need one outline option, but this tool was made with everything in mind.

-Marina XOXO

P#120655 2022-11-14 04:05 ( Edited 2022-11-15 04:42)

:: Unfold ::

Cart #supergrillboy-2 | 2022-11-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


❎ to flip
⬅️➡️⬆️⬇️ to move spatula


The meat needs to be grilled! But who will grill it? YOU! But, can you handle the heat of all 10 levels?!

The burgers have two sides, when one side is cooked, it turns from white to red, flip the burgers until they have a big wide smile, but be careful the heat gets turned up little by little every level. Will you be able to make it to the Grill Boy hall of fame?

Behind The Scenes


A few weeks ago I had just released, "Shoot Em' Doot Em", and was thinking about a project to do next. I sat outside facing the setting sun. And remembered something...

A piece of famicase art that Kurt Texter made for the famicase exhibition.

On a whim, and not knowing there would be a "A Game By It's Cover" Jam this year, (a jam in which participants choose a famicase entry to turn into a game). I started work on project "Meat."

After two weeks, a few all-nighters, and some other pitfalls, I present to you: "SUPER GRILL BOY" I'll be honest, it's much simpler than my original vision, but I'm atleast glad I was able to finish it.


Design/Art/Code/Sound/Music: Marina Makes (@MarinaMakes)

P#119586 2022-10-26 07:16 ( Edited 2022-11-26 01:17)

:: Unfold ::

Cart #shootem_dootem-2 | 2022-10-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


⬅️➡️⬆️⬇️ to move
❎ to shoot
🅾️ to doot


"Shoot" all of the enemies to progress through 10 waves.

"Doot"s, (green ⟡), power up your ship. The more doots you have the faster you progress. BUT doots run out, so if you want to retain the effects find and use more.

Behind The Scenes

Two weeks ago today, I started work on "Shoot Em' Doot Em". It had been for the better part of a year that I didn't even think about game dev. But one restless night I felt compelled to check pico8 twitter. I refused, believing, "If I start again it will end up exactly the same." Finally I gave in and typed '#pico8' into twitter. What I saw instantly inspired me to try out game dev again.

Using the lazy devs tutorial series, starting at Episode #11 I began work on project "Hero". After a week of steady work, progress began to slow, and other ideas for games hurled themselves at me from out of the void.

I remember similarly before all this that ideas for games would come to me. But, I never even got around to starting them. I just sat around praying that some entity outside of time would magically put a complete copy of it in my hands, and I could say to everyone that, "I made this". I would continue fantasizing about the fortune and glory of the final product for days until, eventually I got over myself.

During the start of week 2, I barely got anything done. However on Day 12 I started using an online "Pomodoro Clock". The timer caused me to actually get work done. And the task system, helped to break down "Finishing" into smaller jobs

Finally on Day 12 I finished work on "Shoot Em' Doot Em". I was expecting to feel some immense joy when it was done. Hoping that, the old rush of adrenaline from finishing a game would come around once more. And this time I expected it to be doubled. Since, I really took my time on this one and put my heart into it, unlike old projects.

But there was nothing. My heart was devoid of any relief, excitement, or happiness over my grand feat. I remember saying while making this project; "I'm making it to make it, instead of making it to release it." The real fun of making it, was making it. The fruit of the grind, was the grind itself. I had known this from the beginning, so finally I took it to heart. Now that the dust has settled, I do derive some tiny amount of joy from being able to openly announce that: I have made a game.

Enough lubby dubby crap, one ♥ like is a 🙏 prayer for my carpal tunnel. uwu 🥺 uwu

Follow me on (Twitter) uwu 🥺 pls ♥ uwu

im in it al lfor te moneh, Imm sell out as soon as I get the optuerunym fcku you guys im all in it for the money and y know you watt im gona do wit the moneh? Imma make a hundrde pico-8 consoels. And fcuk you cguys bc imma hoard em all for mysefl. adn tu think this is jkoe, but ist not and youll play myn necst game, and you'll enjyo it, and lil be cloer nad closer to my edn coal.


Followed Tutorial by: @LazyDevsAcademy's (Shmup Tutorial)
Tools used: Pomodoro Clock
Design/Art/Code/Sound: Marina Makes (@MarinaMakes)

P#118806 2022-10-08 19:03 ( Edited 2022-10-08 19:07)

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