I think I'm not familiar with downloading pico-8 games. I've always assumed these were browser-only, with the exception of the in-development versions.
If I were to make it downloadable, I'll probably prefer making it accessable without external tools (like an emulator). I'll probably have to look up if that's possible.
ppowersteef
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The game is made in GameMaker (previously called GameMaker Studio 2). It uses it's own programming language, but it is comparable with C#
I've used Medibang Paint to make the sprites. And I've used TileSetter to make it easier to create the Tile spritesheets.
The sound effects originated from Freesound.org (A direct link to all sounds used should be in the readme.txt). And the music is either commissioned or downloaded from royality free music.
I actually never gave it a second thought by showing the controls by the default equipment, as it currently only shows for new items, figured it was probably natural by then, so nice catch!
It's pretty broad what can be seen as "more options". Music and sound volume is understandable. But more options also require more effort to implement them. Fullscreen does come in mind though.
It's quite the game essense of a Metroidvania (especially in the Metroid games) to figure out and discover where to go, I didn't wanted to give too many hints, as the map does feel pretty small.
But I had once a hint system in mind, so I might pick that up again.
Once again, thanks for playing my game, it's been a while since I've recieved feedback of it, so it's greatly appreciated!
I'll give the feedback a thought the next time I'll work on the update again.
Hey, thanks for the feedback!
I'm sorry for the late reply, for some reason I didn't got a notification from it.
Having control over the sheep was a concept idea, but I didn't had an idea on how to work that out. Redirecting the sheep back to the center (and away from the border) does sound worth trying out.
The plants already come out earlier if you try to keep only a little amount of sheep, back then they were a form of 'anti-cheat' mechanic, but I may alter that mechanic a bit.
The hurt mechanic (or lack off) is indeed unusual, I'll probably mention that on the page.
Think this gives me enough ideas to come up for a new update, once again, thanks for the feedback!
So far a good demo.
I loved the animations, movement and combat style, that certainely gave me the momodora vibes. It's artstyle is simple and solid too.
I liked the limitation on the arrows to avoid camping, but eventually I ended up only using the knife, haha. I loved that you could aim the knife in such many directions though.
The music is a bit gloomy, and I think it last a bit long, which starts getting a bit boring after 10 minutes. perhaps you can spice up the moment you get your knife. A lot of Metroidvania's do start out with exciting music early, but that depends on how you view your game.
I do experience some performance issues in larger rooms, it might be my PC, but I didn't see why that could be an issue, but maybe this is something you could look into?
Anyways, it's a great game, you're making good progress and certainely got the attention.
I'm looking forward for it's release!
There actually is already a hit cooldown present, as long as the character flickers red after getting hit, you shouldn't be able to get hit again.
Have to say, I have difficult times reproducing the collision bug myself, even after getting hit constantly when right behind the wall.
Maybe I'll give it another look at it to see if it's possible again.
Thanks a lot for trying my game out!
The collision problem is a tough one, I've seen that one before, but I always could get out of it by walking/jumping. So I didn't found it crucial. But thanks for the suggestion!
The sword/knife is intended to be a little risk/reward. Though the main reason why it's so short is to prevent to attack through obstacles that are behind a block. Perhaps I can find a way around it.
Been able to restart right after dying is a good idea! I'll look into that.
Most of the background objects are sprites, so they're not designed to be interactable, it would make more sense though considering the red flower is around the same size.
Noting down all of these to look into it, huge thanks for the feedback!
It's a short, but fun game with a good charm. It had a pretty low performance on my end, causing sometimes dying from lava while standing on a floating block, but that might be just the way of Unity.
There was only this situation where the block got stuck in the wall, and I couldn't push it out again. https://imgur.com/ftvcr6b
I tried to undo, but that didn't worked after getting the Diamond that made me longer.