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There will be as many levels as I can fit, once I get the dang password system working. Restoring a saved game and loading a level are basically the same idea. I want to compress savegames to make entering them as text, in-game, tolerable. Levels in ROM will basically be pre-typed passwords, and I only have to do the one system.

That's the same reason the enemy placement hasn't changed since the first release, even though some of them are inaccessible without cheating with the second controller. (Or rocket splash damage.) It is possible to have hundreds of enemies in one level. There's a rudimentary infighting system, if you get one type to shoot another. But they haven't moved because I don't want to code something I know I'll toss out later. I'm already replacing the wiggly rockets when you fire along a diagonal.

The deeply amusing side effect of a password system is that levels might work between platforms.

You know i was just watching a vid about the Portal port to N64 and guess what? With the new portal door you added this is  practically a Portal port to the freaking NES! I don't know how easy it would be to place them wherever on-demand but as far as mind-blowing demakes go I should say this qualifies as mind-blowing already!

(+1)

Honestly? It's shockingly plausible, if you threw out the shooty parts of this game. Limiting it to a door-sized height, on a wall, would be a little wonky, but without the enemy grid there's plenty of RAM for saying "portal goes from here to here." How it's done now is a frankly ridiculous hack with a tiny array of "special tiles." Shooting the portals so they fritz out moves the special-tile reference a few steps way, and then it advances every few seconds until it finds a matching level tile. Which allows some bizarre level gimmicks where a shattered portal reappears somewhere else. 

That Portal 64 port is slick as hell, though. Dude's polished it halfway to being the preferred way to play the game.