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The Encirclement of the Damned

Games > The Encirclement of the Damned
By Archbishopjeff on Jun 24th, 2016

Updated on Jun 27th, 2016 

112

EDIT: fixed bug and added title screen

recommended soundtrack

This is a shabby prototype of a combat system.
I suppose the main influences are Ocarina of Time and Golden Sun.
Maybe the over-the-shoulder perspective is heresy on a platform like this, I was thinking it's a bit like pokemon though.
I think the most interesting feature is the way your mobility is limited. your position is locked to north/south/east/west and you can move between a near/far plane, like this:


I didn't really explore this mechanic that much, but I think it could be really fun.

features:
  * narcoleptic skeleton with exploding legs
  * 'mode 7' floor rendering
  * buggy 2D particle effects
  * rad glowing pentagram with authentic frame-rate drops
  
how to beat the guy:
  * keep your distance from the skeleton or he will bite you, unless he is asleep
  * the bat attack and the skull attack can be dodged by dashing left or right with good timing
  * for the earthquake attack you must counterattack, it will put him straight to sleep
  * Once he is asleep you can hack his legs off, after that he is helpless
  * there is a jump attack as well, but it's not much use in this fight
  
I originally planned to make it a survival/adventure thing with player progression and backtracking and all sorts of cool stuff, but I ran out of tokens just on this! Including polygons and particle effects was definitely a mistake, I might remove all of that and carry on with it in the future.
The gameplay was supposed to revolve around the idea that each monster would need a special strategy to beat it, and you'd have to look it up in the instruction book.
There's a pretty hefty 'engine' behind it as well. I'm sort-of happy with it, but I'm still looking for ways to cut it down and looking for a better way to sequence things.

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