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8 squares, 756 seconds.  well done.  Was about to ask about the music then I saw "1024bytes of code" and daaaaaang.

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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



Didn't expect it to be this fun when I loaded it up. Am always pleasantly surprised with how neat PICO-8 games end up being.
What's inside is not much, but I didn't expect it to have this verticality leading so far down. As well as the surprising depth of the secrets, even if it was in large part being very evil.

The level design may have been really evil. But I loved that. Those walls that have no indication of being shootable are a blessing for someone who is in the process of enjoying Environmental Station Alpha (gotta keep my brain thinking of hard to discover secrets even on days where ESA is a bit too much).

Also this room:

Delightfully evil. But actually really fitting as you gotta realize that the wall does refill your double jump. I just always missed that because I tried doing a quick final walljump away from the wall. But that's only feasible with coyote time, which we don't have here.
And with that "trick" being so important to resurfacing it makes sense there's a collectible that needs 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.

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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