I just published my very first game made with PICO-8.

Like many beginners, I made a SHMUP. I think I made it my way, and I think it's cool.

Even though it's just a small game, a prototype, I want to treat it like a full-fledged game and polish it as much as possible.

If any of you happen to see this and take the time to try it, I'd love to get your feedback.

https://vonhoppdev.itch.io/fleshnavy

#pico8 #shmup #indiedev

@vonhoppdev that second gif where they home in on you is neat!

What's the game called?

@dmk thanks ! the game is called "FLESH NAVY"
@vonhoppdev I'm not seeing it in splore. Did you publish it somewhere else? 🙂
@dmk you can find it here : https://vonhoppdev.itch.io/fleshnavy
I want to wait until I have a more polished version before publishing it on PICO-8 website 🙂
FLESH NAVY [playtest] by vonhoppdev

a minimalist and (potentially) brutal shoot’em up

itch.io

@vonhoppdev The starfield looks incredible. The inertia feels just right to me. I really like the enemies that jump to you!

I think maybe the score isn't resetting when I die, and those enemies really take a beating though. I can't finish any of the waves in time... maybe I'm not using the focus mode correctly?

This is really cool!

@dmk Thanks so much for your feedback! I'm really glad you like it.

Regarding the score displayed on the 'game over' screen, it only really counts from level two onwards. I set it up this way so that when you die, the score resets to the score that was true at the beginning of the level where the player dies.
So if the player dies on the first level, only their run time is displayed...
I'll take a closer look at this and see how I can modify it.

@dmk As for finishing waves in time, it's relatively difficult to clear an entire wave atm.

The lines descend automatically as soon as the previous line is cleared or goes off-screen. I recently increased the descent speed of the lines for pacing reasons, but it does indeed make completely destroying a line difficult.
I feel like it forces players to prioritize danger, but I'll also look into that further.

@vonhoppdev that is definitely what I was doing 🙂