Simple beautiful and fun! You really have captured the essence of a good old school Roguelike and put it into an arcade game! I really enjoyed this game thank you for making it!
Very cool start! Got some rad Cadence of Hyrule vibes from this. I think the base gameplay loop is fun, and it lasted just long enough to be enjoyable without dragging out. Would love to see more enemy designs added and other stage intractables.
Nice one! It's a bit to easy, no ennemies chase you. I like the rogue like spirit and the low-rez graphic. After "winning" I tried a "second run" because I did'nt really use the sword and the cloak and the game crashed when I tried to buy the cloak to the old man.
This game is pretty good concidering it's your first game using PICO-8. My only criticism is that the background music gets a little repetitive after a while. (P.S. Praat julle Afrikaans?)
@mrerdalural Thank you for playing and your kind words! I think that's some of the nicest feedback I've ever received for a game I've worked on.
@drgrognak I am strongly considering working on a post-compo version - I especially would like to add pathfinding as I had originally planned, so that the chests will chase you. Also Cadence of Hyrule looks interesting!
@phoenix-fireflower Thanks for the feedback. It was my first jab at writing music in my life so once I had something semi-decent we just stuck with that and I didn't write more. It's also the reason we included options to turn off music from the pause menu.
Thanks @ashashza! Glad you liked it - I was quite proud of the cloak animation, so I actually tweaked the costs a bit in the bugfix patch to make it a natural first buy, because I suspect most people just went for the sword and skipped it.
I'm not sure if it's a limitation of the game engine but the way the camera followed was a bit off putting. Other then that the game play did exactly what it needed to!
Thanks @cg-fred! We had a few more ideas for monsters and traps, but had to cut them because we both had to work on the Monday... but I might do a post-jam version if I don't get sucked into GitHub GameOff too badly.
@hyperscope Thank you, that's useful feedback. I think it should be possible to add a tween to get a smoother follow.
@cg-fred we would have loved to add more variety, but time sadly caught up with us. I think some pathfinding would've helped a lot to add some more flavour.
@hyperscope I'm not completely sure why you found the camera movement jarring, but for simplicity sake we moved the camera with the player. Some PICO-8 games use a camera that only moves once you reach the edge of the screen, but there's risk in that if monsters were to lurk on the edge of the next section. We have relative freedom with screen movement though since we can just code the behaviour we want ourselves.
Interesting ending. I would have kept playing through more times if there was a little more to do, but I understand that time constraints make that hard to accomplish. I ran into the same thing on my game. Overall fun enough for a play through and something that can easily be expanded on. Good Work.
@colin-stone I was working on a post-competition version the last few nights - mainly adding path-finding... turns out there's a bug in the enemy movement code that makes them consider the player's position not an open square, so they would never have moved into you! :face_palm: The version I'm testing now is considerably harder...
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My only criticism is that the background music gets a little repetitive after a while.
(P.S. Praat julle Afrikaans?)
@drgrognak I am strongly considering working on a post-compo version - I especially would like to add pathfinding as I had originally planned, so that the chests will chase you. Also Cadence of Hyrule looks interesting!
@chocolat-endive Thanks for the bug report - I'll look into it.
@phoenix-fireflower Thanks! :smile: Ja, ons praat Afrikaans.
@hyperscope Thank you, that's useful feedback. I think it should be possible to add a tween to get a smoother follow.
@cg-fred we would have loved to add more variety, but time sadly caught up with us. I think some pathfinding would've helped a lot to add some more flavour.
@hyperscope I'm not completely sure why you found the camera movement jarring, but for simplicity sake we moved the camera with the player. Some PICO-8 games use a camera that only moves once you reach the edge of the screen, but there's risk in that if monsters were to lurk on the edge of the next section. We have relative freedom with screen movement though since we can just code the behaviour we want ourselves.