Thanks! I think the one thing it's missing is some way of guaranteeing that the first tile you click on isn't a bomb, but I just ran out of tokens. I'm still very proud that I managed to cram in as much as I did.
Altrix Studios
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Here on the PICO-8 website: https://www.lexaloffle.com/bbs/?tid=37487
Can be gotten from the PICO-8 website: https://www.lexaloffle.com/bbs/?tid=32425
A while ago, I was working on a retro FPS game in Unity. Nothing came of it, but I figured it was a shame to have it sitting around gathering dust, and my solitary CrocoJam entry has been widely viewed and downloaded, so I thought perhaps people would be interested in an asset pack based on it. So I created one, and as a Christmas present to the itch.io community, I'm releasing it for free!
https://altrix-studios.itch.io/retro-fps-asset-pack
The pack contains dozens of low-poly models and low-res textures, as well as their original Crocotile 3D and Aseprite files. It's all under a Creative Commons license, so you can do pretty much anything you want with it as long as appropriate credit is given.
Depending on feedback, I'm willing to try and update the pack with extra models and textures, and/or create further low-poly asset packs. So if there's something you'd like to see, let me know!
Currently, my game supports keyboard inputs only. I want to support gamepad inputs as well, but as I understand it, the only way to do that is to allow all three input types. That causes the mouse cursor to appear during gameplay, and I don't want it to, because my game doesn't support mouse inputs and I don't want players to get confused about why mouse clicks aren't doing anything.
I've tried using the solution suggested here but it doesn't work for me, the cursor is still visible. Is there actually a way of turning it off, or will I have to stick to just keyboard input? Or is there a way to turn on keyboard and gamepad input but not mouse input?
Wow, this is some really detailed feedback! Thank you very much! I'm glad you enjoyed the game and took the time to write all this out. Your opinions are definitely valid, so I'll go through them one-by-one, from the top:
- I didn't realise the "game over" screen worked that way, sounds like a bug I need to fix. Thanks for letting me know.
- "Core-bombing" is something I threw in for the hell of it, thinking maybe an advanced player could get the hang of it (I too struggle to pull it off except by accident). For the sequel, I need to either refine it as a mechanic or just scrap it.
- Making the cores a different colour is something I hadn't thought of, but could be a good solution. I'll give it a try and see how it feels.
- Prism Mode is similar to Core-bombing; it's a debug feature that I threw in for accessibility purposes. You're not the first to point out that it's too easy, and it's definitely something I need to think about for the sequel.
- Life Bursts are an actual mechanic, but the window to use them is extremely small; you have to more or less anticipate getting hit and use the Burst right as the bullet lands. I agree that there's not enough feedback to tell you if you've executed one, and I'm already fixing that in the sequel. Any mention of "death bursts" is a typo that should say "Life Bursts", and something I need to fix.
- Violet's second attack has been a PITA to get right. I think I need to add some sort of hardcoded rule that guarantees there'll be a safe spot somewhere near the middle.
- In theory, any bullet that's out-of-bounds should be erased automatically. My guess wrt. Saffron's first pattern is that the bullets aren't quite going far enough out-of-bounds to trigger that, but I don't know what's happening with the ghosts in Scarlet's stage so I'll look into that.
- I'll have a look at the Burst, I know it was a bit finicky at times during development. Lua doesn't like it when you remove items from an array while iterating over it.
- I hadn't considered naming the DX-exclusive game modes, but you're absolutely right: naming and describing will probably work much better as an incentive. It probably doesn't help that even in DX, they're still locked until you get the good and bad endings. I think I'll adjust that in the next update, and edit the description with some more info.
- The Compendium completion achievement unlocking early is for backwards compatibility with older versions of the game, where there were two Compendium entries that couldn't be unlocked due to a glitch. I wanted anyone who'd encountered that glitch to be able to unlock the achievement. The glitch was fixed long ago so if it's causing confusion, I can up the requirement again.
- I'll fix Prism Indigo's Compendium entry, thanks for pointing that out.
That's a lot for me to look at, but again, thanks for such detailed, constructive feedback! I'm glad you're looking forward to the sequel and I hope I won't let you down. (BTW, not sure if you're aware but there's a one-level demo of it out already ;) )
Thanks! Glad you enjoyed it!
- I'll have to investigate the issue with the screen going black, it's not an issue I'm aware of. If I find the glitch and push an update, I'll let you know.
- Cores getting flung away like that is actually a game mechanic, it's possible to deliberately fling them back at enemies and blow them up. I worry that the mechanic might be too confusing and I'm tempted to remove it for the sequel.
- I've had this mentioned before, and I've tried resolving it by making the bullets flash, while the cores don't. There's still probably more I can do to differentiate them, and again, it's something I'll look into for the sequel.
Sadly, no, I don't have illustrations of them. I'll see if I can throw together some larger-scale pixel art or something to show them in more detail.
And yes, that's intentional. The player can still be hypnotised by the final boss and get a Game Over even if they're playing in Prism Mode. Might be a bit harsh, but I didn't think if it would make sense for the hypno-bullet to do nothing.