Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

SkyBerron

174
Posts
1
Topics
47
Followers
25
Following
A member registered Nov 16, 2018 · View creator page →

Creator of

Recent community posts

Thanks! It was inspired by your voxel graphics entry.

Nice game! It's amazing how much map data you've managed to include . Plus the game is challenging. I haven't finished it yet.

Thanks!

Thanks! At first, I thought it was impossible to mix voxel landscape and a shooter in just 1024 compressed bytes, but it worked!

Thanks! I wasn't sure if I could make a game after allocating a lot of compressed bytes to the voxel landscape. Moreover, the game had to be 3d, adding some complexity to the mix. But somehow, I could make a game meeting the size constraints.

Thanks a lot! I'm looking forward to your next ZX Spectrum game!

I agree. I always wanted to make games but found the process too steep because I couldn't manage big projects efficiently and ended up losing motivation. With this kind of limited scope projects, I'm able to build many games in a short time and the constraints push me to focus on the main concepts and features. I tend to overcomplicate things and found this is a good exercise to improve my problem solving skills and complexity management. I also love maths and procedural generation. Both of them are very useful when you try to make big things with little code.

Thanks! Yep, too many subsystems working, each one taking their toll of compressed bytes. Voxel landscape had to be tweaked to leave some CPU for the game. With this kind of perspective view it's difficult to aim to enemies and sometimes it's a bit confusing. Although I think I solved depth sort cleanly with all entities in the same table, 3d games usually require a lot of code, so many planned features had to be dropped to get down to 1024 compressed bytes. I think I left collision detection a bit buggy, but it's not a big issue. No difficulty ramp is maybe the worst issue.

Thank you for your nice words, as always. I wasn't sure about edge and off road behaviour. Going off road reduces speed a lot, but I think it allows for a fast recovery most of the times. As I didn't have enough bytes for skidding particles/smoke, sfx was the cheap option. I look forward to your entry!

Ninja running and jumping with smooth animations + ninja stars + ninja attack = nice game!

Nice game! Very smooth and addictive gameplay. A great remake of the classic puzzle game. I'm not good at this game, I can't get the 1024 block.

Thanks! Development came along very well so I didn't have to resort to (very) dirty tricks to gain some extra bytes. AI is simple: they adjust angle to go straight to the next waypoint but they take their foot off the accelerator a bit when they are turning. So, they are very fast on straight sections but slow down on curves. I tried this simple logic and tweaked the parameters a bit. Surprisingly, it was enough for a decent AI. Different cars have slightly different parameters and different waypoint offsets, so most of the time they differ in their path.

Yep, that's a bug I was forced to make in order to save some compressed bytes. Yep, That's an important feature I consciously added to improve road visibility and reduce distractions for the focused player. Good catch!

Thanks! To be honest, I was also quite surprised because even though I kept adding more features, there was still a fair amount of compressed bytes left. I ended up spending them on the 4 tracks, track selection, and the minimap.

Thanks! In the 80s and 90s some very good top down racing games were made: Super Sprint, Hot Rod, Super Off Road, Slicks, Badlands, Super Cars, Death Rally, Micro Machines, .... just to name a few I can remember. I played many of them a lot when I was young. This is a tribute to all those fun old games.

Last year, PICO-1K Jam 2023 took place in September. I don't know if it will repeat dates this year. It's a bit different approach as 1024 compressed bytes is huge compared to just 500 chars.

And yes, resetting score when missing a putt is achievable in 500 chars. I can't remember why I didn't implement it. Maybe because I found it was too difficult to chain successes with no difficulty ramp in place or because I had plans to include sfx.

Nice! Amazing goal! It's so great there isn't enough chars in the universe to make an accurate tribute in a PICO-8 TweeTweetCart.

Thank you! I will think about your suggestion and go for a "full" golf game. Maybe it could happen as an entry for the upcoming Pico-1k jam.

(1 edit)

Good game! The controls feel good and no excesive "jellyfish flapping" is needed. It becomes difficult when there is no room to approach from above. I'm glad you were able to take advantage of some code tricks from Star Fall 500.

Nice tribute to Fruit Ninja. I remember that game with great nostalgia.

Nice game! Since the reload time is a bit long, accuracy is important. I find it easier to hit enemies by shooting a little to the left.

At first, I thought this game could be more challenging and fun. But I had to reduce the complexity of the code to meet the 500 character limit. As a result, feel and control are considerably worse than anticipated.

Thanks! Sorry, it's my fault for not explaining how the tilt indication works. Arrows indicate direction of inclination. The larger the arrows, the greater the slope. It's a bit frustrating when the distance to hole is very long, but I didn't have enough chars to include increasing distance and a difficulty ramp. Anyway, I think an average player could make a hole about a quarter of the time.

I know there are other golf game entries in tweettweet jams from previous years. But I don't remember if they had the terrain slope feature or not. So now there is one. Such a simple game, but it absorbs a lot of time. Thanks! 😄

Shooting at goal and passing the ball to teammates are features planned for the next installment of this great game. Thanks! 😅

Sorry, the highscore save was standard in the 560 character and 1K limit, but I'm having a hard time including it in 500 character games. As for "why do stars turn into barrels when they fall to the ground?", no one knows. I bet scientists will continue studying this great mystery for many years to come. Thanks! 😉

Thank you! I was surprised that such a simple game could have so much playability. I'm also glad the code could be useful to someone else.

Nice game!

Thanks! When I finished coding this game, I couldn't believe I had packed so much in so little code. And the game didn't feel like a standard 500 char game.

Thanks! I didn't realize how many little games I have already coded and added to the itch page. Maybe that's why I feel I'm running out of fresh ideas 😉

Thanks! I'm glad you liked it. With only 500 chars to spend, nothing can go wrong. 😅

I can't see how can be mouse control suitable for this kind of games. After the jam, I will check if the game could work fine with mouse control or even touch control. Thanks for playing.

Thanks! Difficulty ramping is always my pending lesson. But in this game I agree it doesn't feel too unfair and the player is pushed to play again and try to go further.

Nice puzzle game. Most puzzles can be solved in just one move but sometimes I find lots of moves are needed.

Nice game! I think I got to 15.

Nice game!!! It looks amazing!

Thanks! The gameplay is based on the original Arduboy game, iirc. In addition to sprite rotation, I managed to add an "interesting" background and pack everything into 1K compressed bytes.

Nice game! Progressing with the help of unlocking new vehicles and power-ups works very well.

Nice game! Very faithful to the original MSX version.

I know it's a type of game I've seen many times. But the graphics are cool and it is very playable and fun. Good job!