Presenting Easter Panic:
Finally after precisely 2 years of being on the forum (it’s my cake day today), my first ever published game.
(It’s a bit messy because I rushed it (took me about ~24-30 hours worth of work, though I cheated because I ripped the state machine out of my unpublished Minesweeper game), but it’s functional.)
(Stills donated by @filmote.)
It’s based on Google’s recent Kid’s code doodle, and the gameplay is very similar, but a bit awkard without a mouse.
Basically it’s a sort of game/programming teaching tool hybrid.
You have to ‘program’ the Easter Bunny to go around collecting Easter eggs.
The Easter Bunny doesn’t understand how to sidestep or walk backwards, it can only move forwards and change the direction it’s facing.
It understands 6 instructions:
- Nop - do nothing
- Move Forward
- Turn Left
- Turn Right
- For - start a set of actions that can be repeated
- End - end a for loop
At the moment there’s no pre-run error checking, the program will error as and when it hits the error. This might cause some bugs but I don’t have the time or energy to fix them before the jam ends sadly.
Sadly the controls are a bit awkard because mouse/touch based things don’t map well to button-based systems. (And again, I was pressed for time.)
To edit the bunny’s instructions you use the arrows to move the box-shaped selector to the instruction you want to edit, then press A to go into instruction edit mode.
In instruction edit mode you use up and down to cycle through instructions (they wrap around at nop/end for convinience).
The for instruction is special because it has an argument.
To change to editing the argument you press right so that the indicator arrow is highlighting the argument number.
Then you press up to increment the argument and down to decrement the argument.
The argument to for specifies the number of times the loop will execute.
All the other controls are probably easy enough to figure out and/or are reasonably intuitive.
I will be polishing this up after the Jam (new levels, maybe some sound), but for now it’s considered finished (because I’ve been working on this for at least 12 hours today and I didn’t sleep properly last night so I’m pretty much done).
Planned features include:
- New levels
- Level unlocking
- More titlescreen decoration
- Better checking for missing fors and ends
- The opcode list will be changed to a single row with the centre selected and the row scrolling horizontally (like a horizontal version of the level select screen).
- Opcodes will be viewable without having being selected first
Features being considered:
- A level editor (providing there’s enough interest)
- New opcodes
- Best number of moves saving
- Storing the best number of moves in the map
Bonus sprites that haven’t found their way into the game yet: