It's the only one I'm aware of. The pico 8 has some extra syntactic sugar that makes concise code a bit easier so I think most folks tend to use that.
thavelick
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really fun for such a simple game! Next time, you could cut down the number of characters a bit by assigning functions used multiple times to a short variable, then using that to call the function. For instance `C=circfill;C(x,y,5,2)C(b,a,2,6)` is the same as `circfill(x,y,5,2)circfill(b,a,2,6)` but is a few characters shorter. You could gain even more by using `R=rnd` and replacing each `rnd()` call.
You pulled off not only a game in 560 characters, but a fun one! The fact that hacking lasers sounds like you're hacking through the jungle. Would be cool if you could cram in a timer display so I could get a sense of how long I'm lasting but I get that that's difficult.
You might be able to save a few characters by saving some reused numbers in a variable. I'm not sure how exact these numbers need to be, if you used the same value/variable for all of your instances of 120,124,127 and 128, you could save a ton of space.
I did something like that with the C and Q variables in my submission, Tweet Attack. It makes the collision detection a little wide but it works, and it allowed me to add a score indicator!
I like the concept here! I feel like it could use a little more balancing. The first level was great fun as I just shot at everything until I realized I at deaths door then, well, died. The next play through I just ran past everything without really shooting and was able to get through the rest of the game without much trouble. I feel like if you had more expansive or complex levels so that stamina was more of a prominent factor that could have helped keep that strat in check more.
If you'd like to see our take on the theme, check out our puzzle game, Ka-Bob!: https://itch.io/jam/gmtk-2019/rate/460345
This is a great way of applying the "only one" concept to an existing idea! Really cute graphics, quite clean.
Have you seen the GMTK video on puzzle design?: https://www.youtube.com/watch?v=zsjC6fa_YBg&t=2s
I'd tried making puzzle games for years and could always come up with neat mechanics but I always fell flat when it came to making levels that were challenging but didn't feel cheap. The advice in that video helped a ton.
If you'd like to see how our team applied those lessons for this jam check out our game, Ka-Bob: https://itch.io/jam/gmtk-2019/rate/460345.