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Escapegoat Games

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A member registered Sep 03, 2016 · View creator page →

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This was really well-made and rfun! I got to level 3 before I accidentally blocked myself off (and died of social isolation?)...

I think it would be cool if you started with a set of tiles, and you could chose from that set as you played the level. Then every choice would be more of a calculated move between conserving good tiles vs reducing risk of getting eaten by birds.

I'm also interested in the ontological implications of placing down a tile in this world. In the beginning I thought we are meant to play as Puschel. Puschel is somehow able to will his surroundings into being a certain type of environment. The limitations of this power is that he must not have observed the area beforehand and it must be adjacent to him. This seems to show that Puschel is some sort of naive creator being. He is not omnipotent or omniscient and cannot make miracles (ex. changing a known environment from one type to another), but he can still effect drastic change on his local surroundings by wishing for certain things that inevitably come true.

However, now I think the more likely possibility is that we are playing as some sort of writer instead. We are writing the story of Puschel but, interestingly, we do not have full creative control over all aspects of this story (limited choices of tiles, no control over the birds, technically no control over Puschel although his behavior can be deterministically manipulated by ours). Playing the game is a mechanism by which we write the story of Puschel. Once a game ends, the story is written, and the structure of the world and sequence of events Puschel encountered become his fate.

Visuals are cute! Unfortunately wasn't able to make it to the red flag (I started getting a bit dizzy from spamming the jump :') )

I honestly had a lot of trouble figuring out what to do (I also found the toilet lol). Maybe I just needed to spend some more time exploring?

Personally, I also have mixed feelings on the use of AI, but was also impressed that everything still seemed really high-quality and consistent (it didn't *feel* like AI art to me) . I think with more polish, this could be really cool. Interested in seeing how far this idea can go!

This was fun and challenging! Had a bit trouble in the beginning until I realized I had to place my fingers along the BNM keys :P

I think I actually had the most difficulty figuring out which option was selected on the UI lol

(The little orange guy is also very cute and reminds me of Waddle Dee)

Well-made! I really liked the visuals! I instinctively kept trying to tab for whitespace :P

This was fun! (although I also did not solve the maze) I felt it was too easy to get lost especially when also frantically running around to dodge fireballs. Controls felt fair though, and I enjoyed trying to make progress faster on each retry

Thank you for the feedback! Yeah I was originally gonna add obstacles overhead too but no more time :(


Fortunately it ended up as a mechanism for adjusting speed :)

Hi. Here's a write-up for my entry, Spooter:

So the first thing my stupid brain though upon hearing "1.44MB limit" was "NES game written in god-awful assembly" and now here I am a month later to tell this train wreck of a tale.

Starting off, I copied the Pong basecode I had written following Nerdy Nights last year, leaving a lot of the hardware shenanigans intact while deleting just enough Pong functionality for the assembly to still compile and run. After fiddling a little bit more with the code, I managed to get a space ship sprite to load and went from there.

Progress proceeded relatively smoothly after that until I started working on the aliens. Before, I had been hard-coding all functionality (movement for all three lasers were done individually as opposed with a loop). I planned on adding 4 aliens and, as you might expect, since every alien needed to be checked against every laser, I would be re-writing upwards of 12 blocks of code. This kinda ticked me off. I had avoided anything too complicated before this, but now I braced myself for the inevitable and wrote what may be called in the most primitive sense, a "nested for-loop". After somehow successfully doing that, I started to get into the groove of things and began navigating and building a jungle of jumps, loops, and register juggling, even working in a system of activating and deactivating groups of objects with a bitmask where the bits in a byte would dictate active members of a group (so a bitmask of 00001001 would mean that the 4th and 1st object were active).

Despite these improvements, writing the rest of the game was still a mess:

  • Labels would occasionally get out of range. This was solved by hacking sections of code out and putting them into subroutines which worked somehow...
  • More than enough bugs arose simply from bad math in hex and writing to the wrong addresses
  • Nine-out-of-ten, a bug somehow got fixed by clearing/setting the carry bit
  • For the longest time, I thought I was bit-shifting right when I was really going left
  • The score is an 8-bit value and, as such, will overflow once the player gets a score of 256. This will remain a feature that I now dub, "Spaceship Reincarnation"
  • The game over screen is made of BG tiles and flickers since the only working method I have of writing to the background is turning off NMI, writing to an address, and turning it back on...

In any case, the finished game ended up being a very simple space shooter where enemy floppy disks float down, get shot, and respawn.

And that's the end.

There's probably way too much text here and not enough pics actually.

Anyways, thanks for reading!

So sadly Flash is pretty dead these days which also makes this hard to play :(

If you want to try to make it more accessible, I do remember seeing a Scratch to JS converter here. Give it a shot maybe?

Is it possible to upload a runnable? Looks like there are instructions here.

Thanks.

Nice! Wish I had some dudes to play this with lol...

I think you need to include the data folder Unity exports with the executable.

Wow. Really amazing! Solid gameplay and wonderful visuals and audio. 

I had a lot of fun playing this one. Kudos! :)