If this isn't supposed to be posted here, I blame @toasty. He told me to.
Click for Super Potato Bruh Release Trailer
Heresagif:
Anyway, Super Potato Bruh has been released. It's a platformer with some bullet hell elements!
It's available here (source included!): https://cmlsc.itch.io/super-potato-bruh
Hi there,
During August 2018 I was blessed to work with xXBloodyOrange, Thunraz and Aurvandil on Thyl's Tale. In about two weeks we created a Zelda/Hyper Light Drifter like game. I was really excited when I saw that our game is also featured in the 2nd Alakajam Tournament. In that tournament players fight for the top position in a leaderboard, which takes into account the highscores of 6 games from the Alakajam community.
This post will be a (non-exhaustive) list of tips and tricks to help you with doing a speedrun.
This is separated into two parts, one that contains spoilers and one that is spoiler free.
If you are tired of watching the intro cutscene for the n-th time, just hit ESC to skip it.
If you want to get a good time, you need to do precise movement. The normal movement ist done by WASD or Arrow keys and the attack/dash can be used with C/X or J/K. Alternatively: If you enjoy playing with a gamepad, Thyl's Tale also supports gamepads (tested with xBox 360).
You will use the dash to avoid enemies, to pass over cliffs and just to move faster. Therefore get a feeling for the dash and how it works.
Did you notice the timer right above Thyl? That is the dash cooldown. Once the text gets bigger in size and starts to fade, you can dash again. Try to pick the appropriate timing.
There are only some specific places where you really have to fight to proceed. In dev speak we call them "arenas". Those are the levels where you enter a certain region and wall emerge, blocking your movement. The first time this happens in the third level after leaving the city, when entering the ruins and at the boss fight.
In all other cases you can easily run through the levels and not bother with the enemies.
Also see: "Learn the levels" below.
The shrines can heal Thyl if he gets beaten up by the enemies. Just walk near a shrine to trigger that effect. There are some shrine on the way which you can use to refill your health.
When you are low on health you can also teleport back to the city and use the shrine there.
When pressing F you can see your stats. Try to get items which maximize your walking speed and dash range and also minimize the dash cooldown. Good items are the Katana, and the leather armor.
There are three different enemy types (plus the boss) and all of them require a different way of fighting:
Of course all enemies can also be killed with the bow and arrow from a safe distance.
The boss (called Raon) has three stages:
If possible, try to avoid the third stage as this will take a lot of time. If you bought a good weapon, Thyl should be able to defeat Raon way before that.
Knowing the progession of levels is really helpful as you can plan ahead. This image (created during development time) shows all the maps. They don't show the final version of the maps but a basic, blocked version. It might help you find your way through this adventure.
There are two puzzles levels in the game, just before the bossfight.
Maybe the trickiest game of the tournament is Whirling Blades, a mouse-only game where all items are used automatically. It can be difficult to understand exactly how things works in the fast-paced action, yet there is a lot of depth to uncover. Let's figure things out together!
Please share in the comments section any info or correction you have, I'll update this post accordingly.
Item | Dropped | Triggers | Action |
---|---|---|---|
Blueberry | Bushes with visible fruits | When the energy bar is depleted | Refills the energy bar |
Apple | Trees with visible fruits | When the health bar goes below a certain level | Refills the health bar |
Seeds | Fruitless trees & bushes | When walking on a corrupted tile | Reverts the tile to normal grass |
Gel | All enemies | When item count reaches a certain value | Upgrades the weapon - First upgrade = 60 gel - Second upgrade = 150 gel - Third upgrade??? |
Enemy | Properties |
---|---|
White insect | Simply runs towards you. May randomly transform into Double spike creatures. If you're cornered, they can deal massive damage due to no attack cooldown. |
Double spike | Does not move. Fires artillery strikes that corrupt tiles. |
White mask | Moves slowly, shooting purple boomerangs at you. |
There's no way I'll be able to win this one.
They're all from genres I tend to be bad at aside from MAD SEED and Whirling Blades (mine). It doesn't help that I'm also on a really tight schedule for the Super Potato Bruh development. Looks like @voxel will get an easy first place. :P
The 5th Kajam is over, the long awaited results are in, and sadly I must graciously accept the honour of last place. It may not be your first impression to think of it as an honour, but just as every cloud has a silver lining even last place is itself a prize dependant on how you look at it.
By coming in last I therefore made the most mistakes, and by making the most mistakes I then have the most to learn and gain from taking part in this Kajam. I'm going to attempt to reflect on my own submission and work out what I could have done better. If you have any further constructive feedback I'd love to hear it.
I would like to quickly take this opportunity to thank every single person who played, rated and provided feedback on Street Bots. I appreciate every one of you.
Issue 1 - Inspiration: I chose to make a retro game inspired by Pokémon, a high standard to set the bar by. I did so because I love Pokémon and I've never made an adventure rpg so I wanted to challenge myself. An important step I missed was to look at what gave Pokémon its spark, why people loved the games and what drew them in. I think a big part of Pokémon is the depth of the world; the spreading map that you gradually explore, the chance to encounter new creatues in each place, growing your team and forming an attachment to them over time as they help you overcome various challenges. I dont think a lot of these features translate well to a smaller, shorter game which is of course what I would be making when taking part in a timed event (and starting 3 weeks late!).
Issue 2 - Flare (or lack thereof): Not being an artist this is probably something I am often guilty of. A game doesnt have to be flashy to be good but the lifeless, unanimated battles of Street Bots certainly didnt add to the immersion. The battles lacked both SFX and animation and I think this detracted from the "fall in love factor" which can draw people into games. Another example would be the player movement. I struggled at first to get the movement to feel how I wanted and decided to opt for the "good enough" approach and move on. This was a mistake because movement was such a huge part of the game. The first thing you do is move, the majority of time playing the game is probably spent moving around. I tested the game many many times and got used to the clunky movement, however to someone just downloading and trying the game the awkwardness would detract heavily from the rest of the experience.
Issue 3 - Scope: The game was just too much for me to handle in only just over a week. Add in that I got suddenly sick and didn't do any dev for 2 or 3 days and there's just not enough time. If I'd had the time I would've added a lot more to some of the existing mechanics; multiple bot battles using teams, some sort of effectiveness system in battles, a mechanic similar to wild Pokémon for training your bots and full keyboard controls! No more cheap UI and mouse elements. Some of these features could've added more variety and life to the game. In it's current state it feels linear and stale.
Despite the bad things I've said about it I'm very proud of Street Bots. I love the game and learned a lot from creating it.
If you've actually read this entire post then thank you for reading my internal monologue brain dump. I hope you too can learn something from it.
Another huge thanks to everyone who played Street Bots, everyone who took part in Kajam 5 and the fantastic organisers of Alakajam. I look forward to the next one!
Wildfire is a game that you probably didn't play for the 5th Kajam, mainly because I completely failed to get it done in time.
The main reason for that was that I was busy working on a killer feature that I wanted to have available before people played (and forgot about) the game.
The new feature I've added to the game is the ability to create levels. This is pretty cool (IMHO) because it's adding "cloud saves" to a PICO-8 game. The way it's done is by exploiting the GPIO flags that were added to PICO-8 presumably to be able to control simple lights on your Raspberry Pi or similar. Since the data needed to store a level is pretty light, I save it in these GPIO controls, which can then be read by the HTML5 app serving the PICO-8 cart. The data is then stored on my own server via a REST interface.
This means that any level you create is available to play for all players via the "challenges" list! I can't wait to see what kind of crazy challenges will appear!
Have a play here: Wildfire
HEEEEEEEEY!
Now that's how you start a blog! :D
…
Okay, but for real now:
I have never posted or even thought about posting anything like a blog before. I started learning how to program games when I was younger, but only about a month ago did I decide that I reeaaaally wanted to do it. But since I had little experience, I decided to pick up an engine, learn what I could, and then start making games!
I found Alakajam off a random page on my twitter @SnowFoxGames. I'd been given advice to join game jams, but I'm not comfortable going to any in person, especially if it meant working with…gulp…other human beings! (Dun dun dun!!!!)
I'm hoping to improve my skills as a developer as well as gain the confidence to finally poke my head out of my safety shell :)
I am certainly not ready for the weekend only challenge. For goodness sakes, it takes a month for me to be able to get anything done around here!
When the next Kajam starts, I will definitely see to it that I enter.
Look out world! This Fox has teeth and is ready to bite!(Or something)
My plans for August were to make a game for Ludum Dare 42 that could also fit this month's Kajam. When the LD came up with the theme "Running out of space", I quickly got the idea of a terminal game where the goal was to free space. I also felt slightly lazy at that time, and not too excited by the idea of writing a fake file system with commands for it, for some reason. When @Aurel300 offered me to join his LD entry as a composer, I was quite quick to accept, and immediately trashed my game idea x)
Fast forward to this morning - after a few days, the scrapped idea had time to grow on me a bit, and I felt I could still explore it for the Kajam. Making working terminal commands was more fun and less work than I expected! After 2 or 3 hours I could eventually add the game contents, and take some time to polish various corner cases (I was sure some players would try obscure things to see what they would do, so I didn't want to disappoint :P)
The end result took about 4 hours to make, it is short but hopefully fun. Let me know what you think!
pixel art platformer in pico-8 hopefully that ticks enough retro boxes
So far going pretty ok for a first time in pico-8, and its easy to export gifs too :D