GG, best score so far! Best of luck uncursing :)
Man-o-Valor
Creator of
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Thanks for the feedback! I definitely was a little pressed for time when making the difficulty curve so more enemies was all I added. Shotgun King, my inspiration for this game, has pairs of cards to choose from that benefit both sides each wave, so it might work well for this game in the future as well :)
Thanks for playing! I considered adding a feature or even an upgrade for seeing dangerous tiles, but that ultimately would make it too trivial. And for Bloodlust being overpowered, that's intentional. It's satisfying to use, and necessary for later waves with many enemies. The game is actually hardcoded to offer it to you pretty early. :)
This was a really nice game! :> The sprites were very nice looking and stylish, and the music was really fitting as well. My only problems with it are the platform physics and the controls. Probably would have been easier playing on a controller, or with dash as Q. The physics are also pretty unforgiving combined with instakill surfaces, which makes things a little frustrating with limited checkpoints. Also, it would be nice if checkpoints refilled your health saving you a suicide, lol. Overall really nice looking and satisfying, but the difficulty is pretty frustrating when the movements are about precision and not intention. Best of luck in the results :D
Having one sprite handle everything is key for big projects, since you can have a core loop that while not working at a steady framerate still keeps functions from "running on top of each other". It's basically PICO-8's _init _update and _draw functions, and since I'm erasing and drawing the graphics with Pen every frame, nothing from another sprite would be able to "cooperate". There is one other sprite that is stuck to the middle and full of a screen-shaped window of 0x00000001 glass. This is "shown" but you never see it and was a simple way to not draw items if they don't touch the pane.
Odd , haven't encountered that before. Unfortunately I had two backgrounds, the censor and the black color from it, and I wanted to export with the back bg so it didn't look as buggy if it showed up but time pressure got me and I forgot :[
As far as the firelight power I tried to make it clear where the firelight was (3 tiles squared) and if I had more time I was going to add a particle effect on tiles with "firelight" when you have Wards. Also, pieces avoid it typically but will break this rule if it kills you on that move. This was not obvious enough which was an oversight :(
As far as the font I used PICO-8's regular size which is cramped but legible. I considered using the puny font instead but it's just much harder to read.
And finally, as far as an indication on where to move I had considered it as a feature or even a card but I ultimately decided that it makes the game too trivial.
Thanks for playing, and for the excellent feedback :>
I thought about upgrading the enemies when you did, but I was already ripping off Shotgun king enough (hehe) and making more cards / features was out of scope for the 2 weeks. Also, behind the scenes the game is basically held at gunpoint to offer you Bloodlust early because it's so important. Thanks for the feedback 😄