I'm extending the game I wrote for #TweetTweetJam. I've added different map styles, support for up to four simultaneous players, gamepad control, and a single-player mode against computer-controlled opponents.
@Liquidream Not technically the 10th anniversary since we ran it twice a year for the first few years! But I think we should definitely do something special for TTJ10!
Wasn't sure I would have time for #Tweettweetjam but here I am, 455 characters in.
I was over budget with monster map collisions (probably wouldn't be now!), so the "solution" was "what if the monsters are eating the level?" Still need to add win/lose conditions.
Really messed up todays #TweetTweetJam attempt, accidentally had pico8 in token count mode instead of character count mode. Switched it over and was at like 900. Nightmare.
Going to shelve this one for pruning tomorrow and start something simpler from scratch.
@synlogic It’s a game jam, so doesn’t pay anything. Basically an excuse to flex your creative muscles over the course of a week, try something new and maybe build something that you could eventually turn into a proper game!
@The4thCircle Yep, the code usually ends up pretty unmaintainable!
For several of my entries, my approach has been to write the code more-or-less legibly, then make a 'minified' branch for the jam submission. Then, if I want to go back and expand on the jam idea, I can go back to the legible version!
@Liquidream perfect timing! Your entries are always a jam highlight, so I’m almost afraid to know what you might come up with when armed with free time! 👀