Inspiration. by F1Krazy
A Ludum Dare 45 entry about making a Ludum Dare 45 entry. Explore town, examine the scenery, and talk to those around you as you search for... inspiration.


Features:
- A wide range of NPCs and objects to interact with
- A handy notepad that tracks your inventory
- An extremely meta storyline
Controls: - Arrows: Move - Z: Talk/Interact - X: Check inventory
Changelog: - 2019/10/11: Further collision detection fixes. - 2019/10/10: Fixed the bar exit. - 2019/10/09: Fixed the game occasionally not progressing past the logo screen, and added a missing collider to prevent glitching off the game map.
Made entirely from scratch in PICO-8.
Ratings
| Overall | 167th | 3.591⭐ | 35🧑⚖️ |
| Fun | 249th | 3.227⭐ | 35🧑⚖️ |
| Innovation | 238th | 3.303⭐ | 35🧑⚖️ |
| Theme | 35th | 4.182⭐ | 35🧑⚖️ |
| Graphics | 137th | 3.636⭐ | 35🧑⚖️ |
| Audio | 314th | 2.71⭐ | 33🧑⚖️ |
| Humor | 68th | 3.469⭐ | 34🧑⚖️ |
| Mood | 299th | 3.031⭐ | 34🧑⚖️ |
| Given | 21🗳️ | 29🗨️ |
I got stuck in the construction worker asking for a drink, so I'm afraid that's where I stopped for this time. Great game style, loved it! Good job on completing!
Actually, I played it one more time. Finished it this time. Lovely, well done. Great art style, just enough sound effects to keep it poppin. Good storytelling, well done.


PICO-8 is special in that the bottom half of the map, and the bottom half of the spritesheet, occupy the same area of memory. Normally, this wouldn't have been a problem, as the game map fits neatly into the top half of the map and I only used half the spritesheet.
However, for some reason, the palette-swapping trick I use for my logo screen no longer seems to work in Google Chrome. So I had to physically draw three logo sprites and switch between them, and that meant going onto the second half of the spreadsheet, which in turn drew that garbage data onto the map.
...and normally, *that* wouldn't have been a problem either, but I forgot to turn on the collision detection for the traffic cones, which (I'm assuming) is how you were able to glitch out of bounds and see that! I've patched the collision detection now.
Also I found a cool portal:

@jefvel No, it isn't. I might implement those as additional sidequests in a post-jam update. And thank you very much for the gif! I've had other people report that glitch but this is the first time I've been able to see it in action. I'll see if I can patch that tomorrow.
And yeah, diagonal movement is too fast, but that wasn't high on my list of priorities and I didn't want to have to deal with the headache of non-integer-based movement >.< As you can see, I have enough problems with collision detection already!
I thought it was a well made game.
Rarely I think mise en abyme games are to be made, usually they are "too much". But htis one's humble and simple, I liked it.
What could have been cool is that the list we have by pressing B (that I discovered at the end, unfortunately) we could have ideas and not the stuff we have.
Overall, this felt tinier and with way less tension (and thus implication, in a way) than your previous entry that I loved so (15min to live). But it has its style too in a way.
And also, I didn't have any music, was it intended?
@pl4typus This is indeed smaller and more relaxed, but I like it that way. I feel it contrasts nicely with *15 Minutes to Live*, rather than having the same tension. As for music, I completely ran out of energy towards the end of the 48 hours and simply didn't want to try messing around with PICO-8's music tracker.
* Trying to talk to the guy in the janitor place, with the bottle caps, locks up the game without displaying any text, until you press Z again; it's like you're talking to him but it doesn't show his text.
* Once you get to the end screen, if you press Z before it's done fading in, it locks up completely; I was able to eventually get it to precede by hitting Z several more times, not exactly sure what was up with that.
Other than that, it's a neat idea. good work!
I think the first glitch is because the janitor is coded as an NPC but has no dialogue, so the game initiates an empty conversation instead. The second is because I forgot to disable the Z key (and probably also the X key) once the wipe to black starts! Whoops!
Great job!
Graphics looked nice, though music would have been nice to have.
Also, friendly reminder that some European keyboards find ZX controls to be unwieldy since Z and Y are swapped, just for future reference!
The game was nice, but it's a shame you didn't end up using one of the ideas proposed in the game, some of those sounded really neat, ahah.
Nice work!
Regarding the ZX thing, the controls are baked into the PICO-8 game engine and I can't change them, unfortunately. *However*, your comment reminded me that CV and NM will do the same thing as ZX, so I'll be sure to list those as alternate controls in future Ludum Dare entries. Thanks for the heads-up!
But, I enjoyed playing it - and the ending made it all come together in a nice way. Great work!
Excellent graphics and polished gameplay!
A game just the right size, not too small but no too large so the player abandon it :smile:
Big plus the well written dialogs with the various npcs!
An excellent entry!!
I like the dialogues and the small stories the NPCs have to tell, and they shape the world a bit, even though it's only so small. Really nice!