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Cart #58266 | 2018-10-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

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.

https://aquaplus.jp/piece/contest/02gatsu.html

P#58267 2018-10-23 04:32 ( Edited 2018-10-26 16:54)

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Cart #41929 | 2017-06-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

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.

Enjoy!

P#41938 2017-06-25 21:31 ( Edited 2017-06-28 15:46)

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Cart #23277 | 2016-06-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

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.

P#23279 2016-06-20 08:59 ( Edited 2016-06-20 12:59)

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Cart #17916 | 2015-12-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

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.

P#17917 2015-12-19 00:46 ( Edited 2015-12-19 05:47)

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Cart #17178 | 2015-11-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8

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.

Rules:

You work for an umbrella rental service - find clients and take them to their destinations!

  1. Clients have green circles
  2. If you run too fast you can lose your client - they'll have a red circle, so be sure to find them - you only have one spare umbrella!
  3. Don't bump into people, that's rude
  4. Until you get to know the city, use the compass directions in the title to get around. The Cafe is in the center of town, and the other landmarks are in the corners.
P#17179 2015-11-29 10:22 ( Edited 2015-12-19 06:25)

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Cart #11073 | 2015-06-02 | Code ▽ | Embed ▽ | No License

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:

  1. 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.

  2. Overshooting - Try overshooting the gap in this demo and you'll see that you head off to the right. Ideally you'd gravitate towards the hole, and while there are lots of ways to arrange that I'm not familiar with any that are as easy to implement as this (but if you have ideas please tell me!). In practice I find people tend to undershoot more than overshoot, and that the visual feedback from overshooting allows for easy correction in a way getting stuck doesn't.

Anyway, hope this helps someone.

P#11074 2015-06-02 11:07 ( Edited 2015-06-03 20:02)

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Cart #9996 | 2015-04-19 | Code ▽ | Embed ▽ | No License
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Cart #9997 | 2015-04-19 | Code ▽ | Embed ▽ | No License
4

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:

  • defeat your opponent by making BINGO
  • you have a 3x3 bingo card and a hand of 3 numbers below it
  • you and the CPU take turns playing numbers until someone gets a bingo
  • OR until the DEAD PILE fills up
  • numbers played that aren't on either player's board go in the DEAD PILE
  • if the DEAD PILE fills up (5 numbers), whoever played the last number loses 5 life
  • if someone gets BINGO, the other player takes 5 damage per BINGO plus the size of the DEAD PILE
  • you each start with 15hp

There are four stages and it should go quick; hope you enjoy!

P#9998 2015-04-19 12:11 ( Edited 2015-04-21 06:51)

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