======RECIPIENT OF THE BYTEOFF 2019 WOMBAT AWARD======
GAMEPLAY
In MOMOC, you play a combat engineer in a fantasy Meiji era Japan. Gather materials, build structures, avoid incoming enemy fire, tunnel, and lay fuse with the goal of detonating powder kegs planted beneath fortifications.
[apologies in advance, I managed to leave my mouse cursor in nearly every gif. Whups. Was in a hurry, unfortunately and didn't notice until after uploading]
Simple mining / material gathering.
Basic building. There are four main types of blocks available to build. I originally had many more, but cutting them down made the gameplay work much better, and focused the level design.
Fuse costs nothing, and is used to connect your flint and steel to powder kegs. Once you get back to your flint/steel, you can light the fuse by hitting downward with your pick!
(note that the slowdown you see was actually my computer, not the game. Fuses can be used on screen with 4 enemies and not usually cause slowdown)
You are going to have to use everything at your disposal to get through all the screens.
There are snipers across many of the battlefields. Their rifles are fast and their aim is true. Be wary.
Showcasing one of the unique enemy types. Cannon shells can destroy blocks, including anything you build!
Built over the past 5 weeks, the game incorporates several elements of gameplay I hadn't yet seen in an NES game, but very much wanted to see. Primary inspiration stems from THD's King Arthur's Gold for the PC, and Argonaut's King Arthur's World for the SNES.
I had to get rid of textbox scripts and a couple of other things to fit all the enemy behaviors / effects along with all the subroutines needed for mining / building etc. I could take out some more engine pieces to fit more, but all of the core gameplay is there.
MUSIC / SFX
There is no music, but there are many sounds, many of which are important for survival, like hearing a gunshot before you see it. Others are more for fun, but I tried to be innovative with them. For instance: your footsteps sound different depending on what sort of material you are walking on.
CONTROLS
NORMAL MODE (buildmode off)
============================================
DPAD -- moves in / faces the given direction. If you press left or right on a ladder while idle, you will fall off in that direction.
B -- swing your pick. Holding it swings it continuously. You can mine while holding onto ladders.
A -- jump. If you are on a ladder you jump upwards, releasing your grip.
SELECT -- turns buildmode on / off
START -- (does nothing as of build 31219, but in the future it will pause the game. In the Byteoff demo, it resets the screen)
BUILD MODE
============================================
DPAD -- faces the given direction. A briefly flashing reticule shows you where the block will be placed. It shows an X if it cannot be.
B -- swap the type of block you have in your hand
A -- places the given block. You can also build while on ladders.
--------------------------------------------------------------
VERSION LOG
===========================================
byte-off demo-- originally playable through the ByteOff2019 contest site, it has color problems and a couple of serious bugs. Avoid if possible.
build 31219--
+colors fixed so it is now suitable for CRT viewing
+fixed the X register bug (mining while certain projectiles created smoke led to weird object duplication and general game breaking things)
+fixed the blocked exit bug (sometimes screens didn't trigger right after keg detonation)
build 7619-- DOWNLOADABLE BELOW
+added death animation
+added title / instruction screen (yay for clarity on how to trigger kegs!)
+fixed some random erroneous palette swapped metatiles
+fixed spike-based death animation/sound
+changed font in the end screen to make room for campfire
GAMEPLAY
In MOMOC, you play a combat engineer in a fantasy Meiji era Japan. Gather materials, build structures, avoid incoming enemy fire, tunnel, and lay fuse with the goal of detonating powder kegs planted beneath fortifications.
[apologies in advance, I managed to leave my mouse cursor in nearly every gif. Whups. Was in a hurry, unfortunately and didn't notice until after uploading]
Simple mining / material gathering.
Basic building. There are four main types of blocks available to build. I originally had many more, but cutting them down made the gameplay work much better, and focused the level design.
Fuse costs nothing, and is used to connect your flint and steel to powder kegs. Once you get back to your flint/steel, you can light the fuse by hitting downward with your pick!
(note that the slowdown you see was actually my computer, not the game. Fuses can be used on screen with 4 enemies and not usually cause slowdown)
You are going to have to use everything at your disposal to get through all the screens.
There are snipers across many of the battlefields. Their rifles are fast and their aim is true. Be wary.
Showcasing one of the unique enemy types. Cannon shells can destroy blocks, including anything you build!
Built over the past 5 weeks, the game incorporates several elements of gameplay I hadn't yet seen in an NES game, but very much wanted to see. Primary inspiration stems from THD's King Arthur's Gold for the PC, and Argonaut's King Arthur's World for the SNES.
I had to get rid of textbox scripts and a couple of other things to fit all the enemy behaviors / effects along with all the subroutines needed for mining / building etc. I could take out some more engine pieces to fit more, but all of the core gameplay is there.
MUSIC / SFX
There is no music, but there are many sounds, many of which are important for survival, like hearing a gunshot before you see it. Others are more for fun, but I tried to be innovative with them. For instance: your footsteps sound different depending on what sort of material you are walking on.
CONTROLS
NORMAL MODE (buildmode off)
============================================
DPAD -- moves in / faces the given direction. If you press left or right on a ladder while idle, you will fall off in that direction.
B -- swing your pick. Holding it swings it continuously. You can mine while holding onto ladders.
A -- jump. If you are on a ladder you jump upwards, releasing your grip.
SELECT -- turns buildmode on / off
START -- (does nothing as of build 31219, but in the future it will pause the game. In the Byteoff demo, it resets the screen)
BUILD MODE
============================================
DPAD -- faces the given direction. A briefly flashing reticule shows you where the block will be placed. It shows an X if it cannot be.
B -- swap the type of block you have in your hand
A -- places the given block. You can also build while on ladders.
--------------------------------------------------------------
VERSION LOG
===========================================
byte-off demo-- originally playable through the ByteOff2019 contest site, it has color problems and a couple of serious bugs. Avoid if possible.
build 31219--
+colors fixed so it is now suitable for CRT viewing
+fixed the X register bug (mining while certain projectiles created smoke led to weird object duplication and general game breaking things)
+fixed the blocked exit bug (sometimes screens didn't trigger right after keg detonation)
build 7619-- DOWNLOADABLE BELOW
+added death animation
+added title / instruction screen (yay for clarity on how to trigger kegs!)
+fixed some random erroneous palette swapped metatiles
+fixed spike-based death animation/sound
+changed font in the end screen to make room for campfire