The game
Inspired by my memory of the Oregon Trail hunting mini-game, shoot haunted home appliances to release the spirits inhabiting them in this game. With 10 levels and 10 bullets each, each hit reduces the haunted percentage by 1%. Don't let the appliances touch you or your hunter will run scared from the level.
Older versions

V2 has several improvements based on great community feedback:
- the "Invert Y axis" setting is saved in cart data
- the player may not flee the battle area to wait until the shield and lasers are repaired
- Enemies are more aggressive, some will follow the player
- Introduce faster TIE/IN interceptor to ramp up the difficulty
- Minor improvements and bugfixes to game over screen and game state management

Happy Saturday!
This is an attempt to create a faster falling sand simulation (60fps) by reading and writing directly to screen memory. All pixels / sand particles are active at all times.
I was inspired by Helado's Tiny Terrarium and Axnjxn's Falling sand.
https://www.lexaloffle.com/bbs/?uid=10783
https://www.lexaloffle.com/bbs/?uid=23000
I'm writing 1X2 pixel blocks in order to work directly with bytes and avoid bit-masking to address individual pixels. Then, I am using the display mode hack ( poke(0x5f2c, 2) ) to stretch the vertical scale of the display by 2X without requiring me to write any more data to screen memory.
-Electric Gryphon

After a long time without any updates I have decided to post version 0.5 of the game in its current, un-finished state. There is no goal as such apart from mine gold and build some cool looking space stations. Since version 0.4 many changes have been made such as adding a title screen, fixing some sound issues, improving sprite work, adding some new building blocks and many other improvements.
This is an unfinished update and game overall that will most likely never be finished but I hope you enjoy what is here now. I think that it is for the best for me to move onto new ideas and projects rather than get stuck on the same project for months on end.
[b]Old Versions:

This is some really good stuff, certainly worth a dig. It's the kind of thing I've been trying to get into with dynamic level generation, eventually. There's a lot of ways to apply these principles, too!
https://www.rockpapershotgun.com/2017/03/10/how-unexplored-generates-great-roguelike-dungeons/

I was thinking the other day about how the remote lakes in the mountains near my house are stocked with fish by dropping them out of planes and helicopters. What a strange experience that must be for a fish! So I decided to make a little game about it.
So far there's no real goal, you just fly each fish into the lake and stock it up with happy, swimming fishes. I haven't decided yet whether I'll add a more concrete goal or keep it as is. Not totally happy with the helicopter sprite yet, either.





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