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sizescape

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A member registered Sep 01, 2023 · View creator page →

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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.

Thanks! One tip is that the goo only expands by one pixel per frame, so if you have it advancing along multiple paths, you get more thinking time, though it comes at the cost of having a bit more to manage.

Thank you! I'm thinking of expanding/refining the game a bit, outside of the 1k limit. Working on and thinking about a few different ways to make misdrops recoverable, since those are the most unsatisfying losses.

The animations are so smooth! Nicely made

Nice! Like the sound effects and the daily new seed. :)

Nice effects! Took me a few tries to figure out what I was doing and then, made it up to 213 km (Rot13 config: fgnaqneq abmmyr, cerzvhz shry gnax, fgnaqneq obql)

Nicely done! The helicopter out of ovals looks pretty nice, and gives some good movement perspective.

I hadn't seen the CRT filter in export before, that's super cool.

Great job of capturing the vibe of an ancient broken Atari game. I think I beat the first two "levels", but then I think captured more of the spirit of the game by just going as far in the same direction as I could until it got weirder.

Nicely made! The trick with memcpy'ing data over to the sprite sheet, and then scaling it up to get the map is really clever. 

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.

Played the update, wasn't expecting the two-tile reveal to make nearly as big of a difference as it does, but it really does change the feel of the game. Doesn't totally trivialize it either, since you do still want to avoid the left edge/bottom to take advantage of the choice. Nicely done!

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.

I was only able to get 12, but wow! Nicely made, and super impressive on the size.

(1 edit)

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

(1 edit)

Nice looking demo! I like the effects it makes when you make the circles huge, haha!

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.

Thanks!

The animations are so smooth, and the  camera shake is a great touch. Nice sprite work!

Fun demake! I hope the full release can see the light of day someday, as-is, this is still a really nice fan game, and has a lot of great personality. :)

Thank you!

Wow! The editor's really nice, and the FOV distortion gives it a really distinct feel. :)

Lots of fun! Some of the puzzles took a lot of thinking to get to an S-rank.

Thank you! 

This feels so smooth

That star drawing snippet is awesome

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!

Thank you! :)

(1 edit)

Thanks! :) The AI is very, very simple, it's just the snippet

a+=c==1and 0or(a>x and-2or 2)

Translates to "If the ball is in the player's control, move the AI paddle towards the ball's x coordinate at 2 pixels/frame"

Which happily is fun enough to play against.

Thank you! And thanks for hosting this jam! :)