Left,Right to move.
Z,X to jump. Hold jump to glide.
Wanted to make something with the game-feel-onomatopoeia of "pak-pok". There's a lot of this in games (eg: Mario turtle shells) but the "pok" usually ends in death.
My last cart-game featured a lot of death so I felt like making something nice instead. But then I kinda needed spikes. Sorry. It's a little bit violent, but no one dies.
This game is built on top of the simple platformer engine I posted here: https://www.lexaloffle.com/bbs/?tid=35086
Thanks to the following for helping test the game: Mark Foster, Hafiz Azman, Dugan, Paul Jeffries, Martin Ferenc, German Gonzalez
I've made dozens of platformers in Flash. We had to write all of our own code for collisions back in those days and there was a lot of demand for moving platforms and crates.
Moving platforms are hard. It has to move itself and anything on it.
Crates are even harder. It's like a moving platform, but you can push it and the moving platform can carry it too.
Push Me Pull You
A push can become a branching path with many things responding to one request for movement. This engine handles only one knobbly branch at a time. If the collision doesn't have too many parts, it will get it right.
I made this engine using an object pattern so I could figure out how the hell to make it. Hopefully it's readable and if you hate objects that much then please optimize it and post your results. I'm more than happy to see this engine updated.
The more contact points involved in a collision, the more code it takes to solve. The engine pushes the first thing it sees, it doesn't think about the consequences of a pyramid of crates stacked on your head with odd gaps and a random bit of wall in the middle. I once wrote a loop-solver that handles this but it was some heavy duty stuff, not Pico 8 material. Or prove me wrong, I'd be happy to see an engine that handles it without going full Box2D.
A top-down-shooter metroid-like.
Cursors keys to move, Z / X to fire.
1 hour or less playtime, does not save.
This is my first Pico-8 project. Apart from the class definition (which I abstracted) I wrote the whole thing from scratch in 2 weeks of spare time. This meant it turned into more of a shmup odyssey than a metroidvania. I will have to listen to a lot of feedback before I know what weapons, monsters, and topography would have worked better.
Let me know what you'd expect from a sequel.