PROGRAM_IX [Lexaloffle Blog Feed] LANDER <p> <table><tr><td> <a href="/bbs/?pid=65518#p"> <img src="/bbs/thumbs/pico8_ix_lander-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=65518#p"> ix_lander</a><br><br> by <a href="/bbs/?uid=9616"> PROGRAM_IX</a> <br><br><br> <a href="/bbs/?pid=65518#p"> [Click to Play]</a> </td></tr></table> <br /> ‚Äč<br /> Controls</p> <p>Menu: Z to start game.</p> <p>Game: DOWN to fire main thruster</p> <p>LEFT/RIGHT to fire main thrusters</p> <p>Game over: Z to restart.<br /> Mechanics</p> <p>It's a lander game! Thrown together in about four hours over two days! Aaaa!</p> <p>You're aiming to land as fully on the white pad as possible. If you're not on it enough, it won't count.</p> <p>The wind/gravity is a little different on each level, so be wary of adjustments.</p> <p>Just mind your fuel, and don't drag the lander along the walls, or you'll bust it up.<br /> Commentary</p> <p>Whew another busy month. I have an exploding tooth in my mouth and that has been a bad time. Meanwhile I have been working on some cool Blender scenes in my 'project time' which leaves less time for actually making games. Frustrating at the end of the month when I end up rushing, but it feels good the rest of the month.</p> <p> page: <a href="">here</a>.</p> <p>#onegameamonth June 2019 </p> Mon, 01 Jul 2019 22:58:31 UTC NEONTUNNEL <p> <table><tr><td> <a href="/bbs/?pid=64110#p"> <img src="/bbs/thumbs/pico8_ix_neontunnel-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=64110#p"> ix_neontunnel</a><br><br> by <a href="/bbs/?uid=9616"> PROGRAM_IX</a> <br><br><br> <a href="/bbs/?pid=64110#p"> [Click to Play]</a> </td></tr></table> </p> <p>Controls<br /> Menu: Z to start game, X to disable/enable flashing (accessibility - epilepsy).<br /> Game: UP/DOWN/LEFT/RIGHT to catch a shape if it is close enough to that side<br /> Game over: X to restart.</p> <p>Mechanics<br /> Shapes flow down the neon tunnel on all four sides - up, down, left, and right. All the player has to do is catch them after they get close enough. Luckily it shows when they are close enough by switching the shape and colour from pink squares to slightly rotated blue squares. If any of them make it offscreen, you lose.</p> <p>Commentary<br /> It's been a busy month! Work has been wild and I uhh got married! This was developed in a couple of hours on the 29th and 30th, bleeding over a little into the 1st. But I'm pretty happy with it! It lets you get into a decent flow state, or at least feels that way to me. Tapping the arrow keys feels really good once you internalise the mapping of stuff on the screen to the placement of your fingers. Don't really have much else to say except I'm glad I made a small effort to provide a hopefully epilepsy-safe version, as well as making visual changes that are not limited to colour for game mechanics (hopefully helpful for anyone with colour differentiation issues).</p> <p> page: <a href="">here</a>.</p> <p>#onegameamonth April 2019 </p> Wed, 01 May 2019 00:51:16 UTC BEES <p> <table><tr><td> <a href="/bbs/?pid=63139#p"> <img src="/bbs/thumbs/pico8_ix_bees-1.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=63139#p"> ix_bees</a><br><br> by <a href="/bbs/?uid=9616"> PROGRAM_IX</a> <br><br><br> <a href="/bbs/?pid=63139#p"> [Click to Play]</a> </td></tr></table> </p> <p>Controls</p> <p>Menu: Z to start game.</p> <p>Game: UP/DOWN to adjust nectar quota (how much nectar a bee will collect before returning to the hive)<br /> Z (when the 'add bee' icon is visible) to add a bee at a cost of 10 nectar</p> <p>Game over: Z to restart.</p> <p>Mechanics</p> <p>Bees visit flowers for nectar (but they can only find flowers within a certain radius, so they explore if they don't find one right away). Bees collect nectar until they have enough for the quota, then they bring it back to the hive. As the hive accumulates nectar it can produce more bees. Bees have limited lives, but every time a bee dies, a new flower is born somewhere in the garden. Every visit of a bee to a flower adds pollen to the flower, which helps the flower produce more nectar. You can adjust how much the nectar quota is, balancing between bees being away longer (more likely to die without returning their nectar) and bees spending too much time on journeys to the hive (not using time efficiently). You can also add new bees once there is ten or more nectar in the hive.</p> <p>The game is over when the last bee has died and there is not enough nectar left to add a new one.</p> <p>(I am not trying for realism in any way with this game!!!)</p> <p>Commentary</p> <p>I started with just bees, and they would look around for flowers. Writing rules for entities and seeing how they work is great fun. This game was a slow burn but a great experience. I was flexing my systems design brain gently throughout the month, trying to ride the line between 'there's nothing to do here' and 'this game is asking too much of me'. I think it came out pretty well in that sense. The only interaction from the player (if they even want to interact) is to adjust the nectar quota and get the bees coming back more/less often, or add new bees.</p> <p> page: <a href="">here</a>.</p> <p>#onegameamonth March 2019</p> Sun, 31 Mar 2019 17:57:59 UTC DODGER <p>I'm still getting to grips with Voxatron, but I had fun making this game. It's a simple score attack thing where you pilot this little blob around the screen, dodging the big lasers. Score points by scooting through the lasers while they charge, before they fire. But you're better safe than sorry if you're not sure you can make it!</p> <p>Voxatron is funny because it feels Big compared to PICO-8, and also limited in an interestingly different way. I keep wanting to use the 'whole screen' in fullscreen but I can't, because I only have the voxel screen. I need to work on adjusting the camera better. Anyway nothing too exciting here but it's another game!</p> <p>Controls:<br /> (in menu)<br /> Z: start game</p> <p>(in game)<br /> Arrows: move</p> <p>(in 'game over' screen)<br /> Z+X together: back to title</p> <p> page: <a href="">here</a></p> <p>#onegameamonth Feb 2019</p> <p> <table><tr><td> <a href="/bbs/?pid=62304#p"> <img src="/bbs/thumbs/vox_ix_dodger-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=62304#p"> ix_dodger</a><br><br> by <a href="/bbs/?uid=9616"> PROGRAM_IX</a> <br><br><br> <a href="/bbs/?pid=62304#p"> [Click to Play]</a> </td></tr></table> </p> Wed, 27 Feb 2019 21:04:58 UTC GARDENING <p>A simple game I made to try and get to grips with Voxatron. I'm so, so glad I finally managed to get into this, after it inspired me so much in its early years but I found the development tools a bit difficult to figure out (even quite recently!).</p> <p>Having since bought in heavily to PICO-8 and made some 40 games with it, I decided to come back around and make a proper go of it when Voxatron 0.3.5 hit, and I'm really happy that I did. This is entirely programmed in one script inside the main room, with one (short and boring) tune in the background. No precreated assets or anything like that. Which might make it interesting for you to explore!</p> <p>Anyway here's my silly game about being a weird gardening alien with a weird ship in a weird garden that has<br /> a bottomless pit in the middle. You have to clear all those nasty rocks out!!!</p> <p>Controls:<br /> (in menu)<br /> Z: start game</p> <p>(in game)<br /> Z [hold]: activate tractor beam to suck up rocks under your ship<br /> X [tap]: dump a rock, ideally into the pit</p> <p>(in 'all done' screen)<br /> Z + X together [tap]: back to title</p> <p>When you've dumped all the rocks into the pit, you'll get a nice 'all done' screen and an opportunity to replay. That's it! Have fun messing around in this little world! </p> <p> page: <a href="&amp;quot;;quot;">here</a>.<br /> #onegameamonth January 2019</p> <p> <table><tr><td> <a href="/bbs/?pid=61373#p"> <img src="/bbs/thumbs/vox_ix_gardening-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=61373#p"> ix_gardening</a><br><br> by <a href="/bbs/?uid=9616"> PROGRAM_IX</a> <br><br><br> <a href="/bbs/?pid=61373#p"> [Click to Play]</a> </td></tr></table> </p> Thu, 31 Jan 2019 00:07:41 UTC RUBBISH <p> <table><tr><td> <a href="/bbs/?pid=58699#p"> <img src="/bbs/thumbs/pico58696.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=58699#p"> RUBBISH 1.0</a><br><br> by <a href="/bbs/?uid=9616"> PROGRAM_IX</a> <br><br><br> <a href="/bbs/?pid=58699#p"> [Click to Play]</a> </td></tr></table> </p> <p>Controls<br /> Menu: Z to start game.</p> <p>Game: Left-click on trucks to move in the direction the truck is facing. Right-click on trucks to rotate them.</p> <p>Game over: Z to restart.</p> <p>Mechanics<br /> Each level ends when you have used the trucks to collect every piece of rubbish. Click on a truck to move it in the direction it's facing. It will stop when it hits the edge of the screen, or another truck.</p> <p>Commentary<br /> &#8203;Puzzle design is super difficult. But this game was a lot of fun to make! Designing the trucks and the rubbish kept me interested over the month, then in the last few days I finally figured out where I was going with it. I bumped over into November because of a number of commitments and other noisy stuff, but I'm very happy with how it came out. Maybe I will make more levels eventually? I'm sorry if it's very boring to people who do lots of puzzles!</p> <p> page: <a href="">here</a></p> <p>#onegameamonth October 2018</p> Fri, 02 Nov 2018 20:38:21 UTC BLOOD <p> <table><tr><td> <a href="/bbs/?pid=57322#p"> <img src="/bbs/thumbs/pico57321.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=57322#p"> BLOOD 1.0</a><br><br> by <a href="/bbs/?uid=9616"> PROGRAM_IX</a> <br><br><br> <a href="/bbs/?pid=57322#p"> [Click to Play]</a> </td></tr></table> </p> <p>Controls</p> <p>Menu: Z to start game.</p> <p>Game: Left-click to create white blood cells (while you have reserves which you can see in the bottom left corner).</p> <p>Mechanics</p> <p>Deploy the white blood cells near the red blood cells and they will automatically move to protect them from green bacteria invasions. Sometimes white blood cells get confused which red cell to protect when two are close together, so you might have to keep some in reserve to protect a lonely red cell in an emergency.</p> <p>White blood cells and bacteria both change colour as their HP runs out. Red cells have their HP shown in orange just underneath them. Bacteria will lose HP even from hurting a red cell. Try to keep the four red cells you have alive as long as you can!</p> <p>Commentary</p> <p>Last month's ant game made me want to play around more with 'thinking' things and the easiest way to do that is with more mouse input. I think I did a slightly worse job this time to be honest, but I didn't have as clear an idea of what I was going for. But it is fun to just blast new white blood cells at a problem.</p> <p>Hope you have fun playing around with this silly thing. Don't use it as a reference in a biology paper please, I have NO idea what I'm doing.</p> <p> page: <a href="">here</a>.</p> <p>#onegameamonth September 2018</p> Sun, 30 Sep 2018 19:30:27 UTC ANTS <p> <table><tr><td> <a href="/bbs/?pid=55897#p"> <img src="/bbs/thumbs/pico55896.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=55897#p"> ANTS 1.0</a><br><br> by <a href="/bbs/?uid=9616"> PROGRAM_IX</a> <br><br><br> <a href="/bbs/?pid=55897#p"> [Click to Play]</a> </td></tr></table> </p> <p>Controls<br /> Menu: Z to start game.</p> <p>Game: Z to create ant (costs 3 food), left-click to drop scent (guides ants), right-click to remove scent.</p> <p>Mechanics<br /> Extremely basic cat-herding strategy game - you have to keep your ants going towards the food (using scent, or waiting for them to find it for themselves). Once they spot food they will grab it and return it to the anthill. </p> <p>Commentary<br /> This started after I wanted to make something that had entities just doing their own thing in the game world. I remembered a section of Will McGugan's Pygame book (<a href=""></a>) where he builds a little ant/insect simulation using simple checks for behaviour. I decided to give that a try, without actually referencing his book to see how it worked! But I managed to get the ants moving easily enough, finding food and returning it to the hill, and eventually picking random goal points so that they were not jittering around when not 'on mission'.&#8203; Then I wanted to add more stuff, at the same time being frustrated waiting for the ants to find food sometimes, so I put in a thing where the player could use the mouse to drop a scent trail and thereby guide the ants in the right direction. Finally I wanted a threat to the ants, and I figured a bird would be appropriate, but didn't want it to be too punishing. I settled on a bird that would only prowl the edges of the play field. The only loss condition is when you have no ants left, and not enough food to make another ant. But it's not really a game you're 'supposed' to lose at. It's just a fun thing to play around with. Amusingly, you can 'micro' or 'macro' the ants if you are used to that kind of play from actual RTS games - leave a scent trail sitting near some food and wait for the ants to find it, or click quickly near an ant, dropping one scent after another and slowly dragging it in the right direction.<br /> I'm really happy with how neatly this came together! Hope you enjoy!<br /> Lexaloffle BBS thread: <a href="">here</a>.</p> <p>#1GAM August 2018</p> Thu, 30 Aug 2018 18:55:06 UTC PUMPACTIONPAT (Pump-Action Patrick) <p> <table><tr><td> <a href="/bbs/?pid=54562#p"> <img src="/bbs/thumbs/pico54561.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=54562#p"> PUMPACTIONPAT (Pump-Action Patrick) 1.0</a><br><br> by <a href="/bbs/?uid=9616"> PROGRAM_IX</a> <br><br><br> <a href="/bbs/?pid=54562#p"> [Click to Play]</a> </td></tr></table> </p> <p>Controls<br /> Menu: Z to start game.</p> <p>Game: X to pump coffee press (make coffee), Z to pour coffee into nearby mugs</p> <p>Mechanics<br /> Sort of a very small diner dash game. You have a coffee press which magically restores coffee when pumped (X). But it only holds 4 pours and you need 2 pours to fill a cup! Keep that pump hand ready!</p> <p>Commentary<br /> I spent lots and lots of time in this game's file, and it sure doesn't look it. I threw away several different ideas before landing at this, but it came out surprisingly well. Play as 'Patrick' trying to serve that good coffee to absent customers. If you care about your results, try to do it fast and without spilling (overfilling) any! The game is themed off a Waypoint Radio podcast episode title, simply, 'Pump-Action Patrick'.</p> <p> page: <a href="">here</a>.</p> <p>#1GAM July 2018</p> <p>Waypoint Community Game Jam 2 (Big Boy Season)</p> Tue, 31 Jul 2018 19:37:27 UTC COW <p> <table><tr><td> <a href="/bbs/?pid=53917#p"> <img src="/bbs/thumbs/pico53916.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=53917#p"> COW 1.0</a><br><br> by <a href="/bbs/?uid=9616"> PROGRAM_IX</a> <br><br><br> <a href="/bbs/?pid=53917#p"> [Click to Play]</a> </td></tr></table> </p> <p>&#8203;Controls<br /> Menu: Z to start game.</p> <p>Game: Z to jump, X to restart from game over screen.</p> <p>Mechanics<br /> Super simple runner game. Jump over ditches and fences, don't jump over grass. Following these rules will increase your score. </p> <p>Commentary<br /> Another project-heavy month - I actually finished a GodotEngine game, but it was basically their tutorial game so probably not worth sharing. Also Pride here was right at the end of the month and that took a lot of time out of games stuff. So I tried to be kind to myself and let this slip into the grace period, and I feel good for doing it. Pretty happy with the cow sprite, the others aren't my favourite work but they serve pretty fine. Please enjoy!</p> <p> page: <a href="">here</a>.</p> <p>#1GAM June 2018</p> Mon, 02 Jul 2018 18:13:54 UTC DANDELION <p> <table><tr><td> <a href="/bbs/?pid=53149#p"> <img src="/bbs/thumbs/pico53148.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=53149#p"> DANDELION 1.0</a><br><br> by <a href="/bbs/?uid=9616"> PROGRAM_IX</a> <br><br><br> <a href="/bbs/?pid=53149#p"> [Click to Play]</a> </td></tr></table> </p> <p>Controls<br /> Menu: Z to start game.</p> <p>Game: Left/right arrows to move fan. Z to blow puffs of air, X to add more seeds (falling from above).</p> <p>Mechanics<br /> Dandelion seeds are falling and you can decide how you want them to land! Blow them directly up by sending puffs of air from right below them, or move them left and right by blowing air past one side! When they land they will turn into lovely dandelions. You start with 5 seeds and you can add more any time by pressing X. </p> <p>Commentary<br /> I've worked on no fewer than 4 projects this month, I think. But I'm really happy I got this one done in the end - it was a bit last minute as many months go, but it feels so pure and nice to play with the dandelion seeds and get your little garden <em>just so</em>. I also decided quite late on that it would be a #nogameovers game. At first it was going to be that the first dandelion seed landing would freeze the game, play the growth animation and then take you to a game over screen, but this version is way more fun. And anyway, what would be the point of a game over?</p> <p> page: <a href="">here</a>.</p> <p>#1GAM May 2018</p> Thu, 31 May 2018 18:43:05 UTC SHOCKWAVE <p> <table><tr><td> <a href="/bbs/?pid=52205#p"> <img src="/bbs/thumbs/pico52204.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=52205#p"> SHOCKWAVE 0.1</a><br><br> by <a href="/bbs/?uid=9616"> PROGRAM_IX</a> <br><br><br> <a href="/bbs/?pid=52205#p"> [Click to Play]</a> </td></tr></table> </p> <p>Controls<br /> Menu: Up arrow to go to instructions page. Up arrow again to start game.</p> <p>Game: Up/down/left/right arrows to move. Z to set off green shockwave, X to set off blue shockwave.</p> <p>Mechanics<br /> Shockwaves will sweep away the rocks of the same colour, but your ship is vulnerable to either kind so you had better sweep carefully! Watch the cooldown marker in the bottom left corner.</p> <p>Commentary<br /> Bah I was doing so well with my 2D board game thing from a few nights ago but I really didn't have enough time to make it happen so this came together just today. It's an awful mess in many ways but came out better than it might have done.</p> <p> page: <a href="">here</a>.</p> <h1>1GAM April 2018</h1> Mon, 30 Apr 2018 19:01:20 UTC POD <p> <table><tr><td> <a href="/bbs/?pid=51080#p"> <img src="/bbs/thumbs/pico51079.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=51080#p"> POD 1.0</a><br><br> by <a href="/bbs/?uid=9616"> PROGRAM_IX</a> <br><br><br> <a href="/bbs/?pid=51080#p"> [Click to Play]</a> </td></tr></table> </p> <p>Controls<br /> Menu: X to switch from mouse control (default) to arrow keys. Z to go to instructions page. Z again to start game.</p> <p>Game: Move mouse (default) or use L/R arrow keys to rotate ship. Z to thrust (note that you can travel in that direction at that speed indefinitely once you are moving).</p> <p>Mechanics<br /> Every time you are near a planet, a line will guide you to it. (Or to the nearest planet if there are several.)</p> <p>Every time you pass over a planet, you might collect resources from the detritus floating around it - fuel, minerals, or both. The fuel will keep you going longer. Minerals are just for bragging rights. Planets are also marked with a V for 'visited'.</p> <p>Try to visit as many planets and collect as many minerals as you can before running out of fuel.</p> <p>If you're really lucky the speed and direction you're travelling when you run out of fuel will take you over a planet that has fuel, and you can continue on, but you can also give up if you don't want to wait and see.</p> <p>Commentary<br /> Finally did a Big Thing (or a relatively Big Thing) with my vector line drawing stuff in PICO-8. I am calling this mess 8STROKE and will probably make more games with it in future, although maybe not for a while because this was a lot of work. Nonetheless I am getting in on time and with plenty of nice-to-haves done! Very happy.</p> <p> page: <a href="&amp;quot;;quot;">here</a>.</p> <p>#1GAM March 2018</p> Fri, 30 Mar 2018 19:40:52 UTC SPRINGBEAR <p> <table><tr><td> <a href="/bbs/?pid=49813#p"> <img src="/bbs/thumbs/pico49811.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=49813#p"> SPRINGBEAR 0.1</a><br><br> by <a href="/bbs/?uid=9616"> PROGRAM_IX</a> <br><br><br> <a href="/bbs/?pid=49813#p"> [Click to Play]</a> </td></tr></table> </p> <p>Controls<br /> Z to start. Arrows move the bear. </p> <p>Commentary<br /> I got tangled in a dirty web of vector rotation when I was working on this month's game, and it so distracted me that I never actually worked on the other parts of the instead, I threw this together in two days! Just like I always seem to do.<br /> Nonetheless I think it's pretty good. You play as a bear who's just woken up from hibernation to a snowy landscape with no grass! Have to clear that up so grass can grow and spring can really begin.<br /> There's no real fail state in this game, but it happens in moves - you'll continue in a straight line as long as you're moving over unbroken snow. But it's fun to try and complete levels in the shortest time possible. To be fair, I wasn't able to create as many or as clever levels as I had hoped, but if you're interested you should be able to add some easily by editing the file. If not, just enjoy the 7 levels already there!</p> <p> <a href="">here</a></p> <h1>1GAM February 2018</h1> Wed, 28 Feb 2018 19:47:05 UTC GLIDER <p> <table><tr><td> <a href="/bbs/?pid=48800#p"> <img src="/bbs/thumbs/pico48799.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=48800#p"> GLIDER 1.0</a><br><br> by <a href="/bbs/?uid=9616"> PROGRAM_IX</a> <br><br><br> <a href="/bbs/?pid=48800#p"> [Click to Play]</a> </td></tr></table> </p> <p>Controls<br /> Z to start. L/R arrows speed up or slow down the glider's horizontal movement (always moving to the right). Use the hot air vents to stay afloat as you float as far as you can. You can stop yourself moving by holding left, in order to rise higher off a particular hot air vent before continuing.</p> <p>Commentary<br /> I've done 'vector' games before, in the sense of art styles based on the old vector screens, but in PICO-8 at least, I've never really done anything with actual vectors. Can't remember if I've done any attempt at physics either. I kind of attempt both of those in this game. </p> <p>Gravity, hot air vents, and player input all apply changes (forces?) to the glider character's X and Y vectors, you never press a key and move the glider precisely n pixels. And physics, at least at such a super basic level as this, is not too hard to put together. Gravity adds to the Y vector all the time, unless it is at terminal velocity either up or down. It's probably terrible and unrealistic, but at least it feels more real than what I usually do.</p> <p>I'm trying to give myself a break with the self-deprecation on my music offerings, but there's no denying that this is a fairly short looped track. Please mute if it's annoying, the game has no sound otherwise because I was too preoccupied with other messing.</p> <p> page: <a href="">here</a>.</p> <p>#1GAM January 2018</p> Wed, 31 Jan 2018 19:10:51 UTC SEASAVER <p> <table><tr><td> <a href="/bbs/?pid=47783#p"> <img src="/bbs/thumbs/pico47782.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=47783#p"> SEASAVER 1.0</a><br><br> by <a href="/bbs/?uid=9616"> PROGRAM_IX</a> <br><br><br> <a href="/bbs/?pid=47783#p"> [Click to Play]</a> </td></tr></table> </p> <p>Controls<br /> Z to start. Arrows move the junk bin. </p> <p>Commentary<br /> I love the idea of;&#8203;. Came across it a while ago and although it might be a case of directing resources at the symptom rather than the disease, I have to admire such a simple idea that seems to work so well. (I did take a little bit of artistic liberty in not requiring it be tied down to a specific point by its electric cable, but a free-floating one of these isn't totally fantastical in fairness.)</p> <p>I have been working on another game and it's not going to happen today, probably not even this week, despite being simple enough in theory. A lot of learning in this other one, and I'm sick, so I decided to 'give myself a break' and 'only' crunch out something small in a few hours. </p> <p>Enjoy simulating something that would help the world as you play this game! It's rare enough in games, really, but we all need our escapes as well.</p> <p>(Comments will actually notify me on, but not here, so I might be slower to respond to comments here, but I love to hear what people think of my games.)</p> <p> page: <a href="">here</a>.</p> <p>#1GAM December 2017</p> Sun, 31 Dec 2017 18:37:09 UTC RECOVERY <p> <table><tr><td> <a href="/bbs/?pid=46908#p"> <img src="/bbs/thumbs/pico46907.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=46908#p"> RECOVERY 1.0</a><br><br> by <a href="/bbs/?uid=9616"> PROGRAM_IX</a> <br><br><br> <a href="/bbs/?pid=46908#p"> [Click to Play]</a> </td></tr></table> </p> <p>Controls<br /> Z to start. Arrows move the helicopter. Z (held) deploys ropes to save survivors (if any are near enough).</p> <p>Commentary<br /> Yet another one of those games where I finally have a good idea in the last few hours of the month, but this one came together so well I can't be mad.</p> <p>I am on a pretty good streak of games that don't involve killing/shooting (a gentle challenge I set myself). This one puts you in the active role of a rescuer - albeit, one who never has to recover dead people, as the real volunteers/coast guard often find themselves doing. In this world everyone is save-able, if you're quick. </p> <p>Watch your fuel and do passes around the darkened sea in order to find the eye-catching life rings. Then use your trusty ropes (hold Z) to pull people up. </p> <p> page: <a href="">here</a>.</p> <h1>1GAM November 2017</h1> Fri, 01 Dec 2017 04:33:19 UTC PUMPKIN <p> <table><tr><td> <a href="/bbs/?pid=45728#p"> <img src="/bbs/thumbs/pico45727.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=45728#p"> PUMPKIN 0.9</a><br><br> by <a href="/bbs/?uid=9616"> PROGRAM_IX</a> <br><br><br> <a href="/bbs/?pid=45728#p"> [Click to Play]</a> </td></tr></table> </p> <p>Controls:<br /> Z to start. Arrows move left/right. Z activates 'burn'.</p> <p>Commentary:<br /> This game was sitting untouched for a bit before I came back to finish it, but it's now 'decent' so worthy of putting up. Spooky timing as well.</p> <p>Simply put you play as a giant, terrifying pumpkin which is guarding the neighbourhood from an influx of ghasts and protecting the kids.</p> <p>Use your candle to burn these ghasts with Z. But beware burning the kids! Burning ghasts returns some candle power, but burning kids takes it away.</p> <p> page: <a href="">here</a>.</p> <h1>1GAM October 2017</h1> Tue, 31 Oct 2017 19:03:55 UTC MINEHUNT <p> <table><tr><td> <a href="/bbs/?pid=44812#p"> <img src="/bbs/thumbs/pico44913.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=44812#p"> MINEHUNT 1.1</a><br><br> by <a href="/bbs/?uid=9616"> PROGRAM_IX</a> <br><br><br> <a href="/bbs/?pid=44812#p"> [Click to Play]</a> </td></tr></table> </p> <p>[previous: 44810]</p> <p>Controls<br /> Z to start, or X to skip all instructions.<br /> Arrows move/dig through mine.<br /> Z brings up map.</p> <p>Commentary<br /> This was going to be a maze game where you had a 'zoom in/out' button, and that idea was going great for a while, until I realised mazes are hard and I didn't know if I could do justice to a maze generator in the time I had. So instead it became a digging game, and grew in scope disgustingly until I had more work than the maze would have been in the first place. But inspiration will be ins&#8203;piration I suppose.<br /> &#8203;Use your map to see roughly where the gold is, then make your way towards it, being careful to manage your truffles (food) and glow crystals (flashlight power). You can find both in the mine but you have to balance things carefully. At any time you can press Z to check the map, and see an indication of local tile types. Try to reach the gold before you starve!</p> <p> page: <a href="">here</a></p> <h1>1GAM September 2017</h1> Sun, 01 Oct 2017 08:25:45 UTC CLICK8 <p> <table><tr><td> <a href="/bbs/?pid=43813#p"> <img src="/bbs/thumbs/pico43812.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=43813#p"> CLICK8 1.0</a><br><br> by <a href="/bbs/?uid=9616"> PROGRAM_IX</a> <br><br><br> <a href="/bbs/?pid=43813#p"> [Click to Play]</a> </td></tr></table> </p> <p>I've been threatening to do it for ages! And I finally did. I made a cart with mouse controls. It is a very simple game: click until you can click no more. That is approx. 32,000 clicks. If you're really bored and want to skip to the end, hold X and click.</p> <p>That's it! I had fun making the number sprites and especially the cursor sprites. Just threw this together in an hour because it's been a very scattered month as usual.</p> <p> page: <a href="">here</a></p> <h1>1GAM August 2017</h1> Thu, 31 Aug 2017 19:11:37 UTC