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rostok

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A member registered Nov 01, 2014 · View creator page →

Creator of

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thanks!

well done, now you should find the second ending

does it?

thanks

finally finished it. again, great entry with multiple mechanics and huge map. congratulations!

i love it

Thanks, happy you liked it. 

an exceptional submission bringing good memories of nodes of yesod. unfortunately, i didn't finish it because i encountered error while being inside water flooded cave. will try again soon.

Really a great game that brings memories of the 80s. I’d love to go outside and wander around the neighborhood, though. Hope you'll cook up a sequel.

thanks, glad to hear you liked it and i really appreciate the feedback. after being in a constant gamedev loop where you run-test-refactor i could pass this in sth like 2 minutes. eventually i wasn't sure if it's too hard or too easy.

I just assumed there was a single drone and, as you've explained, extra target would force it to perform cost analysis. Please note, that this is a 1KB game, and I really had no more space to fit in any kind of extra effect to hint the player. Even a single sound. Well, maybe if I have refactored it more I could spare these couple of bytes...

All right, here's the solution. I can't hide it since itch.io has no spoilers tag.

Once any of the characters is in the open, drone targeting begins. A red rectangle appears and gradually shrinks over time. Once the target is locked, the character is executed. However, if a second character appears, it disrupts the targeting mechanism, causing the initial rectangle to grow larger. This gives you extra time—not much, but still enough to reach nearby buildings if you hide and reveal yourself strategically. Note that if both the hero and the kid move close together, this disruption becomes unnoticeable.

glad you made it and didn't give up!

Thanks. Yes! that's the way. I will post a map shortly on my socials.

Thank you. There's no pathfinding or anything fancy here since this is a 1KB game. The kid's logic is pretty simple it goes straight to the player left side sliding on the houses. This may stuck on vertical movement but should work on horizontal directions pretty well.

really like this one! some unorthodox gfx and cryptic goal. getting strong vibes of corrypt by michael brough

thanks. the print string is flip() cls(1) and setting palette. ⁶ is a shorthand for \^.  palette is being set by poking memory at 0x5f10 but I skip 2 bytes as first color is typically black. here's more info https://pico-8.fandom.com/wiki/P8SCII_Control_Codes#Poking_memory

:)

thanks

Thanks. Yes, that battered, tiny human became a common motif in my works.

simple and addicting, well done

Thanks!

The further you go, the longer are the distances between the houses. But no perfect movement is necessary to finish the game. I did, however, assume that eventually players will "hit the wall" and become slightly frustrated and this will force them to revise the strategy. In particular - did you study/notice the drone targeting behavior?

Thanks. Yes, border is there, just needs couple of trial and error runs. I'll probably wait for couple of days and if it will be too hard will release map of the area.

wow

Thx. Game is challenging because passing the border illegally is not a trivial task. But I am not a sadist - map is always the same, based on same, carefully chosen seed. Do not worry about movement speed difference, the layout takes that into account. 

you are right and it is intentional. horizontal movement is twice as fast as vertical.

happy you like it

loved the game btw. truly, a magnificent experience

Meow, meow meow meow.

oh, @carlc27843 do you mind me using your code to create a vscode extension that will show compressed size of currently edited .p8 file in status bar?

Love this tool. A must have for sizecoding addicts.

I would like to have a separate panel with occurrence number of characters (each or top 10/20). I assume these could help in selecting variable names and maximize repetition. 

Also, I found about the extra panel from comments as it was hidden below bottom edge of my screen. Guess this could be moved just below "show" button. 

Big thanks, wonderful stuff!

it's right there

Sure, feel free. I have added both .rom and .p8 files. The source is quite messy since I used shrinko8 for compilation, here's the command:

shrinko8 --focus-tokens --minify -c -m -f tiny-rom the-wall-builder-14.p8 the-wall-builder-14.rom

A photo from the event or a link about the festival would be nice.

thx

captivating. love the grass and flowers!

Thx

Thanks for hiding the spoilers with your solution. It is perfect however kids on the playground tend to move tiles forcing lines matching in quite strange ways. Ah, the puzzle is actually solvable in game. 

nice and responsive, good job

yes, it is the second ending. sorry for no extra indicator but this is 1kb game