i was on the third week and attempted to pick up a yellow gem, when a screen occurred saying run time error, and im not sure what to do...
ARROW KEYS = Move
Z = Hold to drop gem, tap once to switch compass modes(*)
X = Use sonar(*)
* provided you have a compass or sonar
THE STORY SO FAR
Life has been tough on mining colony w4ge-514v3, but you are tougher. Don the helmet of Spaceman 8 and mine the labyrinthine busom of icy spacerocks for gems and haul them back to company collectors. The oxygen supply is scarce and depleting fast, so you have to keep your visits brief. Luckily, your trusty hummingbird-class jetpack is highly manouverable, and will get you to the exit quickly.
Use the hard-earned credits to upgrade your gear in the shop at the end of each day. How much can you earn in a week? Will you even survive or will greed get the best of you?
Only one way to find out!
|Author||Tic Tac Toad|
|Tags||8-Bit, cave-flyer, chiptune, Exploration, Gravity, PICO-8, Pixel Art, Procedural Generation, Retro, Roguelike|
|Asset license||Creative Commons Attribution_NonCommercial_ShareAlike v4.0 International|
|Average session||A few minutes|
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How did you get started on the pico-8 and how did you decide to deisgn a game on that system. I do not know a whole lot about it but it seems like you can do something like a pico - 8 arcade machine and have people design games for it. How long did it take you to start work on a project like this? Questions aside I found the game taps in to the nostalgia vein in style while still being new in mechanic (to me at least) Does not mean I am good at it in the slightest though. Made a video that I hope you can use or at least find good for a laugh
In short: PICO-8 has probably the fastest idea-to-game time we have seen and it's really fun to work with. So, it's a no-brainer to pick the system, especially if you are into retro aesthetics and a bit of challenge (and a very helpful community)! I think we usually have a playable prototype ready in a few days after an idea, the rest is just fine tuning and making it look and sound good. That's probably a week's worth of work spread over a few months. And sometimes the idea doesn't go anywhere and we ditch it so there is that, too. But on PICO-8 it's quite easy to prototype and test stuff so it's usually fun to fail.
It's always interesting to watch people play our games (and of course it gives valuable insight on if a game is too hard etc.) so a big thank you for the video and comments!
WOOWWWWWWW on tuesday i got glitched into the wall and died fix it please
Awesome - love the graphics! Please feedback my music, thanks!
Wow! The best game on Pico-8 by far :) Huge congrats!