This is a game I worked on briefly last year but ended up abandoning, I brought it out for the #gamegraveyard.
Control your ship with the arrow keys, and use your exhaust to erase the obstacles. If you collide with an obstacle the game ends.
Posting it on Twitter helped me find the game that inspired it, which is called Spout.
Howdy folks! This is a "Shinkaisen Game" or "Deep Sea Game", based on the classic Japanese 10 yen "Shinkansen Game". Here's a video of that:
The basic idea is to reach the bottom while avoiding the red zones. When the ball is in a blue zone, hold Z to charge and release to shoot the ball! You can nudge the machine too, though that's cheating ;)
It's not super polished, but it is beatable. The physics are taken from Micro Murder by Kometbomb & iLKKe.
Howdy folks! This started with the idea, "what if you were on a pool table and had to dodge the balls?" and kind of evolved in a few unexpected directions from there.
You'll need two players for this. Use the main button to grab a ball and throw it. Any ball you grab turns in to your color, and hitting balls of the opponent's color causes you to lose.
This started out as Zep's collision demo, and the ball physics are from NuSan's Combo Pool (though I think I may have gotten a sign wrong somewhere).
Anyway, do enjoy.
Here's my Ludum Dare submission, "Moss Covers Everything".
This started out as "Qix in the dungeon" and grew into a thing of its own. LD being what it is I was running out of time and energy around the point I finished the gameplay mechanics so there aren't many levels or things to interact with (and no sounds at all), but I hope you enjoy what's there.
While I didn't actually end up taking much from it, Hyaku Man Ton no Bara Bara / The Million Ton Breakup, a Japan-only PSP game that's like Qix with airships, was a big inspiration. Here's an ad for it.
Here's my entry for the jam! This is probably as much as I'm going to get done before the deadline, though I think it could be a lot more fun with a few more tweaks... There's hardly any sound, so I recommend playing with Rainy Mood in the background.
You work for an umbrella rental service - find clients and take them to their destinations!
Howdy folks, this is a quick demo of a method I use when making tile-based games to make sure characters don't get stuck on corners. Try using the arrow keys to go through the hole and you should see how it feels.
The basic idea is to save the last movement for both axes and to use that to correct the player's movement when they collide with something. While it feels pretty natural, there are two cases where it falls down:
The Long Slide - because the slide state never times out, you can go right while pushing up indefinitely (or whatever). This seems unnatural when you do it, but it's not really something I've seen players do intentionally.
Anyway, hope this helps someone.
Howdy folks, this is my submission for LD48 #32! Definitely rough around the edges, but for my first work with Pico8 I am delighted.
There are some moving background and stuff that might cause motion sickness, so I included a no-blinky version that should have most of that gone.
Before playing, read the rules so you know how it works:
There are four stages and it should go quick; hope you enjoy!