aha of course! Would you have to lose a level, or is it not something that adding another cart or carts would help with?
superfluid
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I wrote a tutorial blog post on how I created this game - it's here :) https://www.lexaloffle.com/bbs/?tid=40334
So much content in here! I love all the story dialogue, and there is some good signposting to help the player know what to do. I couldn't work out the cave puzzle but it was fun having a try and a nice surprise to discover a new environment in there. I would have like to be able to shoot backwards / turn on the spot without the aliens moving; but perhaps that would have made it too easy? Nice entry thanks for sharing!
This is a nicely polished and charming game, which has a solid procedural roguelike mechanic to level progression and game structure. I particularly liked how the mini-map and main view interact to give a good sense of progression through the space. I wasn't really sure what the items did so it felt a bit haphazard, but I guess that is part of the fun in finding out! Thanks for sharing!
I absolutely love this! A really charming game, with excellent graphics and fiendish sokoban style puzzling. I always wonder how people set up the puzzles for these kind of games, and here you've strung them all together into one long continuous romp through a home. I would love some sound effects in addition to the charming music, and I'd love to see some particle fx to help make the world feel more alive - but really this is a solid experience, thanks for sharing!
level 70 wow!! You have personally set the standard for dozens of players to follow, who will be watching your every victory and defeat haha! That you got that far in a single sitting is also humbling- thank you for the gift of your time! I had so many ideas to add variety over longer timescales- eg boss fights, different environments and zombie types and random modifiers- but ran out of time. ‘Twas ever thus ;)
I really enjoyed this! Took a little while to get the hang of the controls but they worked well once I'd worked it out. Reminded me very much of micro machines. The game has a great level of polish, such as the start lights and the engine sounds. The physics are 'harsh but fair' but there was no way I could catch the AI ;) nice work!
thank you for the great feedback! I agree completely with your comment. I was a bit worried that would happen as it filled up with players (partly the 64 px limit doesn’t help here). I thought of some options - would appreciate if you have any view?
1. Have a radius around the player where I “fade out” the other player sprites so you can better see what you are doing (con: breaks authenticity, may not help that much)
2. Colour all zombies green etc (con: maybe I should just try this )
3. Reduce number of other player sprites shown (I took a guess that 22 was about right - maybe too many now we have hit that number and more in the earlier levels) (con: I like it feeling busy with ‘friends’)
Grateful for thoughts / suggestions!
FAQ
1. Are those other people playing right _now_?
A: They are the “ghosts” of the 20 or so most recent players, recorded and replayed for your zombie infestation pleasure!
2. But how does PICO8 do client server?
A: I use the GPIO pins to encode each replay (including player name and score) in 128 8bit numbers (0-255), then store this in a FatFractal backend!
3. Can I save my progress somehow?
A: I haven’t worked this out yet as itch doesn’t seem to have the user data store facility that is available on gamejolt - I’ll cross post the game to gamejolt and then you can save away :)
SUCCESS!
- The multiplayer ('mingle player') is done! Enjoy! https://itch.io/jam/lowrezjam-2020/rate/732051