April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World

Back to Browse Entries

Pixel Progression

by pighead10 - 48 Hour Compo Entry

Make sure to read the included README. 'Windows' download *may* work on other OSs, but it is untested.

Crash to desktop fixed, hopefully.

PRO TIP: when you start, generate pixels as fast as you can, and move to them. Otherwise the enemies will spawn and kill you.
PRO TIP #2: There is a certain skill in combat - remember, space only works when you are next to them and the enemies walk onto you and back. If an enemy walks on you, just wait until he walks off again.

Generate your tiny 1 pixel sized world into a large area, while fighting off the enemy pixels.

Also, if you have time, play the post-compo version and give me some feedback!

Downloads and Links




10WonXero10 says ...
Apr 24, 2012 @ 10:17am

Liked the concept. It ran ok for a while but after 100 or so points it crashed while fighting an enemy pixel.

I think 2 moves per second is a little slow, either some power ups or a gradual speed up would make it more exciting.

pighead10 says ...
Apr 24, 2012 @ 2:05pm

If you spam the space bar while fighting enemies it breaks, which I am going to fix. Pretty sure it counts as a game breaking bug considering you need to spam space bar while fighting enemies.

bitbof says ...
Apr 24, 2012 @ 2:20pm

Sadly doesn't work properly (the known bug you listed)

pighead10 says ...
Apr 25, 2012 @ 2:26pm

Bug should be fixed ASAP, found that the cause is to do with the old beta version of SFML didn't track frametimes completely accurately, especially not when the fps is as high as it is in this game. I'll just limit the fps.

sudorossy says ...
Apr 25, 2012 @ 9:31pm

I absolutely loved this game. I thought the story was quite well done, as was the gameplay. I got a CTD after a while though.

chinchang says ...
Apr 26, 2012 @ 6:37pm

cudnt play...m on ubuntu :|

Apr 26, 2012 @ 6:46pm

Very interesting concept! I like how much gameplay gets squeezed out of such a simple premise!

Apr 26, 2012 @ 6:46pm

Really good idea, quite hard first (died after 15s ^^) but I some fun :) The story is nice, too (1 bit world :D )

Jack says ...
Apr 26, 2012 @ 6:50pm

fun but unforgiving as hell. consider making the combat a little easier if you're going to make it continuous and simplistic. Also, when you close the app it just generates an exception instead of closing correctly (Windows XP)

Sanguine says ...
Apr 26, 2012 @ 6:54pm

I really liked it! It really got my imagination going!

Muu? says ...
Apr 26, 2012 @ 6:54pm

Strange game but fun. =D

rvmook says ...
Apr 26, 2012 @ 7:11pm

Funny game. Would've like to have a way to get some health back and a bit more responsive controls (or maybe I just suck at it :D)

pighead10 says ...
Apr 26, 2012 @ 7:29pm

There is a certain skill in playing skillful combat - remember, space only works when you are next ot them and the enemies walk onto you and back. If an enemy walks on you, just wait until he walks off again.

pighead10 says ...
Apr 26, 2012 @ 7:29pm

Forgot to add - thank you for all the comments! I never expected as many as this!

free_napalm says ...
Apr 26, 2012 @ 8:23pm

I got confused that I couldn't walk into some of the pixels I created at first. Why would I create pixels I can't walk through? :D
What would have improved it would have been more variety like weapons, distance fighting enemies, building sentry pixels or something like that.
On the other hand, nice concept and nice idea. Especially it was quite cool to learn how to beat these enemies with minimal loss. Mastering the skill of combat was the best part :)

chambers says ...
Apr 27, 2012 @ 3:30am

835 pts.

Very good gameplay idea. works well, except that it's kinda difficult to fight enemies.

I like the idea of 10WonXero10 as well, because tapping the WASD keys all the time to move in sync with the framerate was a little bit uncomfortable.

Also, what if the key you used to attack was the same ones you use to reveal more pixels?

Making the pixels rectangular instead of square, as well as the use of cyan+red gave me a good retro feel for some reason. Though the graphics are very simple, they serve the game perfectly!

Great game!

Daisuke909 says ...
Apr 27, 2012 @ 5:19pm

This is actually really great, aside from the bug. Very, very original.

invaderJim says ...
Apr 27, 2012 @ 5:54pm

Controls took some getting used to, but overall a nice concept. Good job :)

Hegemege says ...
Apr 27, 2012 @ 5:55pm

The gameplay was somehow very addicting, managed to play it maniacly for as long as it lasted, before CTD :P

The enemies were pretty easy to kill, and maybe the movement could've been a bit faster, but I liked the exploration/void idea in it. I couldn't find where the theme fit to this properly though, except for everything represented by tiny pixels ;P

Props for mood and fun, cons for lack of background sound and the few bugs :/ I hope you can sort them out and make something sweet out of this, it was a good demonstration of a nice gameplay idea!

xBlinkedx says ...
Apr 28, 2012 @ 6:27am

Not bad, it worked for what it was, though it became a little confusing what buttons to press at times, but that may be intentional.

OrangeeZ says ...
Apr 28, 2012 @ 10:29am

it's an intresting idea, a bit confusing at the beginning thoug, but i liked the game :D
but i think enemy bits would benefit from having a pathfinding algo.

pighead10 says ...
Apr 28, 2012 @ 11:02am

@Orangeez: I tried to give apathfinding algorithm... but it ended up them just walking back and forth, which is how I invented the combat mechanic.

Apr 28, 2012 @ 1:21pm

Played untill CTD. Little confusing at first, but I got it in a after a few goes. Had good fun, I ended up carving out a nice sqaure for myself, letting the enemies come back me, hitting once, stepping once, hitting again. Return to center of square. It would have been nice to have some kind of pause feature, and it wasn't nice having enemies spawning RIGHT on top of you.

pighead10 says ...
Apr 28, 2012 @ 2:31pm

CTD fixed (I think)! :D

dr_soda says ...
Apr 28, 2012 @ 3:20pm

This is a nice idea with a great exploratory mechanic. One thing I think might have added something is the possibility of finding pickup items that help you out, or adding traps for enemies.

Being forced to kill the enemies for more bits resulted in me sometimes having to just wait around for them to spawn before I could continue exploring, so I wish there were some other way to generate bits on top of just killing enemies.

MrDanH says ...
Apr 30, 2012 @ 6:51pm

Interesting idea, but movement was a bit too slow (I would find myself running out of bits and then taking a long time to get over to the nearest enemies to kill them).

pighead10 says ...
Apr 30, 2012 @ 8:09pm

Yeah, as a lot of people pointed out that is a problem. In the post-compo it speeds up over time, but I didn't think of it in the competition - even though it was actually very easy to add :(

edg3 says ...
May 2, 2012 @ 4:13pm

I like the game play, and the ideas you went for. The controls took a bit to get used to (the movement delay felt disjointed to me, the enemies could have moved twice as fast and you could have had half the "move-delay"). Also, after playing for a while you get a big enough area that you can permanently stay safe and kill the enemy pixels, at which point the game stops presenting a challenge. I feel you could spawn quite a few more enemies than you did, and perhaps if you gave less bits as time went on it would help present an end game.

edg3 says ...
May 2, 2012 @ 4:13pm

Forgot to mention I enjoyed it though :P

Endurion says ...
May 2, 2012 @ 5:09pm

Actually quite interesting concept. A bit in the slow movement becomes annoying.

tcstyle says ...
May 5, 2012 @ 11:06am

Very interesting idea but this is really difficult. I tried to make pixels as fast as possible but the enemies got me pretty fast.

Fireblend says ...
May 10, 2012 @ 3:14pm

Pretty unique idea! The execution might have been a bit lacking in that gameplay could be a little more balanced in order to avoid some frustration with movement, but I think you're on the right path on how to fix those issues with the post-compo version. Good job though! I did find the game pretty entertaining :)

SmallDeadGuy says ...
May 13, 2012 @ 7:11pm

Quite fun but a bit tedious and slow. The enemies were a bit too stupid as well, but nothing A* pathfinding wouldn't fix and at that movement rate you could have found a path for every enemy at every movement with no lag between movement times

pighead10 says ...
May 13, 2012 @ 7:34pm

SmallDeadGuy: I tried to implement A*, but failed somehow and ended up like this... it is my first time doing anything with pathfinding

You must sign in to comment.

[cache: storing page]