When I was little kid, I remember my oldest brother slowly typing in lengthy programs from magazines on our old computer, usually to be rather underwhelmed with a primitive game that held our attention for a few minutes. Guess I'm fascinated by the idea of fitting something surprising and complex inside a tiny space.
It's okay, but there's some details that make it really annoying.
First, give destructible walls a different texture. Especially if you're going to make it so you can't just hold the fire button. You have to keep rapidly pressing that through the whole game because you never know what walls are destructible.
Second, give the wall jump some coyote time. Or do something to make it easier to double jump after wall jumping. That final jump was frustratingly difficult. It felt like I got it right a bunch of times, but I mysteriously had no double jump.
I agree it's a bit unpolished in some spots. I'm hoping to make a more fully fleshed-out version sometime that adds and refines a lot of things. As it is, I had to cram like crazy to fit the whole thing in 1 kilobyte. That's less than 1% the size of the original NES Metroid. Those are good points, though, I'll see if I can free up enough space to tweak them.
You should be able to go down at the same screen where you start climbing to reach the double jump, then head left and jump over the barrier you couldn't before.
an exceptional submission bringing good memories of nodes of yesod. unfortunately, i didn't finish it because i encountered error while being inside water flooded cave. will try again soon.
Thank you! I've never heard of that game before, I'll have to check it out. Also haven't encountered that glitch before or heard about it from others, though as some of the logic is a bit hacky, that's not too surprising. I'll see if I can replicate it and figure out what's happening.
Thank you, looks like you got a good time! I would have liked to include at least some sound effects, but even that would have eaten up space fast. I'd like to make a more fleshed-out, non-size-limited version of this at some point, I just have to work at limiting my scope (a big reason I started size-coding in the first place).
Oh also, they're technically power cells (yeah, I know they're squares, but Metroid gets away with it. ; )
I'm glad you enjoyed it. I have to say my intention wasn't to be evil, more that I only had 12 total collectibles, and if I handed them all out in a straightforward way, the game would basically have zero longevity or replayability. If i'd really wanted to be evil, I could have included some blind pitfalls (including ones of that drop you out of the whole map), or made pits you could fall down and not get out of. =P Also, while the destructible walls aren't marked, they don't have any crystals on them, as you can't destroy those.
What you're saying about the double jump (or as I like to think of it, 'jump jets') makes sense. I didn't have any space for explanation (I mean, the game's title doubles as an explanation of your objective) but I had hoped the deep pit you have to climb out of in the green quadrant would help players come to grips with it.
Yeah it's not really evil, but I just don't have a better word for it right now. It just had things that I would not really expect most games to do (checking my my personal notes right now, there I simply used depth instead). You did absolutely manage to give it proper longevity. The destructible walls being marked by no crystals does make sense now. But a little hard to miss... Though that just reminds me of Environmental Station Alpha again.
My first instinct from the deep pit you gotta climb out of was that the Jump Jets do indeed refill after wallclimbing. But when I tried using that it just didn't work because I tried to do the same as I do in Celeste which here eats the Jump Jets (that sounds funny). So I just worked around it with my platforming skills to get out the pit.
Also I only afterwards noticed that this was for a 1K Byte jam. So also congrats on managing to condense all this down to 1021 Bytes.
Thank you, having the game stand on its own merits regardless of file size was my goal. I'm realizing the time in seconds is pretty awkward, but couldn't fit proper formatting. As it is, the title logo and time display are part of the same print command. And yes, they are green squares, they're supposed to be metroid-style power cells. =P
Glad you liked it enough to finish! My goal was to make a decent small game, even if not considering the file size. Sorry about the time in seconds, proper minute: second formatting would have eaten up way too many bytes. o_O
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I don't think there will ever be a time I'm unimpressed with what JadeLombax can fit into a Kilobyte. Nice entry! Probably one of my favorite <K yet.
Thank you, I'm flattered.😊
When I was little kid, I remember my oldest brother slowly typing in lengthy programs from magazines on our old computer, usually to be rather underwhelmed with a primitive game that held our attention for a few minutes. Guess I'm fascinated by the idea of fitting something surprising and complex inside a tiny space.
It's okay, but there's some details that make it really annoying.
First, give destructible walls a different texture. Especially if you're going to make it so you can't just hold the fire button. You have to keep rapidly pressing that through the whole game because you never know what walls are destructible.
Second, give the wall jump some coyote time. Or do something to make it easier to double jump after wall jumping. That final jump was frustratingly difficult. It felt like I got it right a bunch of times, but I mysteriously had no double jump.
I agree it's a bit unpolished in some spots. I'm hoping to make a more fully fleshed-out version sometime that adds and refines a lot of things. As it is, I had to cram like crazy to fit the whole thing in 1 kilobyte. That's less than 1% the size of the original NES Metroid. Those are good points, though, I'll see if I can free up enough space to tweak them.
Uploaded a new version, managed to fix some of the wall jump inconsistencies and made the destructible blocks look (very slightly) different.
Cannot at all figure out where to go after the double jump and the first power cell. Is there something I'm missing, or what?
You should be able to go down at the same screen where you start climbing to reach the double jump, then head left and jump over the barrier you couldn't before.
an exceptional submission bringing good memories of nodes of yesod. unfortunately, i didn't finish it because i encountered error while being inside water flooded cave. will try again soon.
Thank you! I've never heard of that game before, I'll have to check it out. Also haven't encountered that glitch before or heard about it from others, though as some of the logic is a bit hacky, that's not too surprising. I'll see if I can replicate it and figure out what's happening.
finally finished it. again, great entry with multiple mechanics and huge map. congratulations!
8 squares, 756 seconds. well done. Was about to ask about the music then I saw "1024bytes of code" and daaaaaang.
Thank you, looks like you got a good time! I would have liked to include at least some sound effects, but even that would have eaten up space fast. I'd like to make a more fleshed-out, non-size-limited version of this at some point, I just have to work at limiting my scope (a big reason I started size-coding in the first place).
Oh also, they're technically power cells (yeah, I know they're squares, but Metroid gets away with it. ; )
LET'S GOOOOO, roughly 20 min
I'm glad you enjoyed it. I have to say my intention wasn't to be evil, more that I only had 12 total collectibles, and if I handed them all out in a straightforward way, the game would basically have zero longevity or replayability. If i'd really wanted to be evil, I could have included some blind pitfalls (including ones of that drop you out of the whole map), or made pits you could fall down and not get out of. =P Also, while the destructible walls aren't marked, they don't have any crystals on them, as you can't destroy those.
What you're saying about the double jump (or as I like to think of it, 'jump jets') makes sense. I didn't have any space for explanation (I mean, the game's title doubles as an explanation of your objective) but I had hoped the deep pit you have to climb out of in the green quadrant would help players come to grips with it.
Yeah it's not really evil, but I just don't have a better word for it right now. It just had things that I would not really expect most games to do (checking my my personal notes right now, there I simply used depth instead). You did absolutely manage to give it proper longevity.
The destructible walls being marked by no crystals does make sense now. But a little hard to miss... Though that just reminds me of Environmental Station Alpha again.
My first instinct from the deep pit you gotta climb out of was that the Jump Jets do indeed refill after wallclimbing. But when I tried using that it just didn't work because I tried to do the same as I do in Celeste which here eats the Jump Jets (that sounds funny). So I just worked around it with my platforming skills to get out the pit.
Also I only afterwards noticed that this was for a 1K Byte jam. So also congrats on managing to condense all this down to 1021 Bytes.
That was an enjoyable metroidvania game even without the amazing achievement of squeezing it into 1K of code. Great work.
I completed the game with seven green squares and a time of 1010.8.
Thank you, having the game stand on its own merits regardless of file size was my goal. I'm realizing the time in seconds is pretty awkward, but couldn't fit proper formatting. As it is, the title logo and time display are part of the same print command. And yes, they are green squares, they're supposed to be metroid-style power cells. =P
Amazing. I can't belive that you made it in 1k. Worth play, last wall was challenging. Thanks!
Glad you liked it enough to finish! My goal was to make a decent small game, even if not considering the file size. Sorry about the time in seconds, proper minute: second formatting would have eaten up way too many bytes. o_O