Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

pobop

7
Posts
3
Following
A member registered Feb 28, 2018

Recent community posts

Basic strategy: Use one or only few number 1 slimes to chase the priestess towards a bigger mess of number 2 slimes. Keep it going continuously and try to predict where she will go next when spawning 1 slimes. Usually she will go into the opposite direction. But it can happen that she will change direction if you put too many number 2 slimes on one side and too few number 1 slimes on the other. 

She can also get stuck in a corner. If that happens just let everything die and start over.


I don't remember these so well, but probably focus on upgrading mostly slime 2 first. Also upgrade unit amount after the first round to get more exp. Upgrade number 3 capture slimes late, only when you start getting her to low hp.

My thoughts about this game:

+ Game looks amazing, unique style. Fluid and cool animations too. Great use of colors. The screenshots don't do it justice. The snappiness and responsiveness of this turn-based game puts many platformers to shame.

+ Fun to figure out for a few hours

- Difficulty is bumpy. First 60 levels are generally very easy and casual including the bosses. This will encourage the player to play faster and not think too much since it's possible to recover from mistakes. Past that there are easy levels, but also some particular levels where a mistake will very quickly end your run.  

- No saving. You only keep unlocked levels and characters when quitting. This sucks, especially because grinding the easy levels gives extra lives and powerups.

-There's a bunch of rubbish, unhelpful powerups and characters. Potion identification is a boring mechanic borrowed from traditional roguelike games and it doesn't make the game more interesting here either.

Mixing puzzle mechanics with turn-based combat is probably very hard. This game tried and kind of failed in that it's less fun/interesting the more I play it. But it's still a pretty cool game.

Nice game, I've played it a lot. Campaign needs a map select screen. Only way to restart is to delete save data manually I think.

After a while the AI gets pretty easy so to make up for it in versus mode I sometimes skip 1-3 turns in the beginning of the game.

I like this more than Advance Wars! I like the simplicity.

A playthrough takes barely five minutes. A new game reveals more of the backstory, but changes nothing.

A game about saving memories, but deleting them seems to serve the same purpose: Limited memory is used up and the game progresses. Even deleting all the chosen memories reveals the same ending.

What is the message here? None of the choices matter.

The concept, sound design and writing are all good. .

Pico-8 numbers are "16.16" fixed point values, rounded to four decimal spaces. 16 bits for integers and 16 bits for fractional values (I don't know how the fractionals work exactly, but the game only has integers for cash values anyway).   https://pico-8.fandom.com/wiki/Lua has more details.

So that's 2^16 = 65536 possible values, but for the integers that includes 0 and negative values, so:

>print(32767+1)

-32768

For a range of numbers from -32768 to 32767.

(I noticed just now that the range is uneven, with more negative numbers. I guess they have to include the zero so it has to be uneven.)

So I got to 32767 by trading and then +1 over to -32768, which doesn't fit the screen. Of course I couldn't buy anything anymore, but selling would count towards 0. I don't think it's possible to get back there though since the planets/systems probably don't have enough money at that point :)

I already uploaded this to Lexaloffle, but anyway...

No goal you say? I'll make my own goals then.

there's are hints in the picture about how to do this