Thanks! One tip for hard is that the goo always expands by a single pixel per frame, so if you give it multiple paths, you can buy yourself more thinking time, in exchange for having some more to manage.
sizescape
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Beautiful game, and amazing job fitting it in the constraints. The ruined building generation code is really cool.
Took me quite a few tries. Spoilers (rot13 encoded): V guvax zl bevtvany fgengrtl bs tbvat npebff gur pragre vf yvgrenyyl vzcbffvoyr--gurer'f n tnc V pna'g frrz gb pebff. V jnf noyr gb frr gur obeqre tbvat qbja gur obggbz ohvyqvatf, ohg jnfa'g noyr gb jva hagvy V whfg fghpx gb gur hccre ohvyqvatf, gubhtu V ena vagb gur zbfg cngusvaqvat vffhrf gurer. Abg fher vs guvf vf zl gvzvat ba gur zbirzragf, be gur vagraqrq cngu.
Was looking at some of the other entries, and saw the btn-parsing code in WeeblBull's1k-dailhex. Using that, and adding back in the label text, it still Shinko-8s into 264 characters, a tweetcart!
x=56 y=42 i=0 f=rectfill ::r:: f(0,0,127,127,8) f(6,15,121,111,5) f(7,16,120,110,6) ?"\^wpic-o-sketch",17,4,10 ?"⬅️➡️⬆️⬇️:draw 🅾️:clear",18,120,10 ::_:: b=btn() x+=b\2%2-b%2 y+=b\8%2-b\4%2 i|=b&16 i-=1 flip() if (i>=0) camera(i/2-rnd(i),i/2-rnd(i)) goto r i=0 pset(7+x%114,16+y%95,1) goto _
Switched to the "o" button instead of the "x" button for the clear input, since its place in the btn() bitfield is 16, just one off from the number of frames for the shake, so I didn't need a separate constant for that.
Other big difference between this and yours, is that I'm use modular arithmetic instead of mid to constrain things to the field. Saves a few characters.
Thank you! :) I posted what I thought were the interesting coding techniques I used to the Pico8 BBS https://www.lexaloffle.com/bbs/?pid=154240
Love the shake effect!
I think you could make this even smaller. Hope you don't mind, but I fiddled around with the code a bit, and got the core drawing area to ~260-chars.
p=6060 i=0 f=rectfill ::r:: f(0,0,127,127,8) f(6,15,121,101,5) f(7,16,120,100,6) ::_:: if(btn(0))p-=1 if(btn(1))p+=1 if(btn(2))p-=114 if(btn(3))p+=114 if(btnp(5))i=15 i-=1 flip() if (i>=0) camera(i/2-rnd(i),i/2-rnd(i)) goto r i=0 camera(0,0) pset(7+p%114,16+(p\114)%85,1) goto _
I think with some bitmasking fun, the btn calls could be compressed even further, if you wanted to try to turn this into a Pico-1/4k demo :)
After a few tries, made it down to the 5th floor. I do wish it was a bit less totally random, and there was a floor counter, but was still fun. Plus, you have great cover art.
One way to free up some bytes would be by not storing the central dot in the lists of your lists of die pips, and just drawing that whenever there's an odd number:
function u(f,n,e) r(f,n,f+8,n+8,8) if (e%2==1) pset(f+4,n+4,7) local d={ [0]={}, {2,2,6,6}, {2,2,2,6,6,2,6,6}, {2,2,2,4,2,6,6,2,6,4,6,6} } for i=1,#d[e\2],2 do pset(f+d[e\2][i],n+d[e\2][i+1],7) end end
Takes that drawing function down from 252 characters to 189. Could shave off a few more by making `d` a global.
Really pretty! Music is haunting in its own way, though obviously the limits make it a little repetitive.
I was able to beat it after a few tries, but I do wish it was a bit more forgiving, if there was some way the white koi's turning radius could be tighter than the black's, or of the number of scales you'd lit up didn't totally reset. Ends up being more frustrating than calming at times, haha.
Took me a little while to figure out what to do here, but eventually figured it out, and was able to get up to a score of 41. IMO--would be nicer if the positioning was a bit more forgiving.
I tried swapping out
x\1+3==d and y\1+2==f)
for
(x+3-d)^2+(y+2-f)^2<9)
And that feels a bit better to me, though it does use 2 extra characters, you could save them by reformatting your variable declaration to not use comma-separation for numeric values
x=61y=57w=0... uses 11 characters, compraed to x,y,w=61,57,0 which uses 13 (since you just need the =, not two commas per variable).
With that, I was able to score in the 90s. :)
Fun game, though, and nicely done getting it in just 499 characters!