I'm happy to release the beta version of my next game, Tombstones. It's an 8k game with the standard kernel.
The full story is in the next post, but here's the tl;dr version: You're blue and the enemy is yellow. Shoot the enemies to kill them. Any time you do, they leave behind a tombstone which will block future enemies, you, and your shots. If you kill enough enemies, you will move to a new battlefield where you will encounter more enemies who also move faster.
The counter on the lower left signifies the number of blue soldiers remaining--you begin with the player and four reserves. The enemies have a bomb which takes time to set up, and that's represented by the timer in the lower right. If the timer reaches zero, the bomb will detonate, destroying everything.
To develop the game, I was thinking about the playfield, and how there are a lot of maze games that ask you to either negotiate a maze or alter it to succeed. But I feel like there aren't many games whose fundamental mechanic is to build a maze, particularly from scratch. It's fairly easy to isolate yourself from the enemy here, but that only guarantees the bomb will explode.
There is an A/Expert level of difficulty. I actually prefer playing the game in that mode, so it makes me wonder if the B/Novice mode is too easy.
I'd love to hear any comments, criticisms, and suggestions for improvement. I certainly would like any bug reports as well. I actually have a bit of ROM left over for improvements (about 400 bytes), and the game could expand to 16k if need be. For example, after one battle is over, there could be basic title cards showing the level number of the next battle.
Hope you enjoy, and I look forward to your thoughts!
Edited by bjbest60, Fri Sep 7, 2018 8:12 PM.