Live data from Hacker News

YOYOZO: How I made a Playdate game in 39 KiB

blog.gingerbeardman.com

1–10 of 64 posts

Re: YOYOZO: How I made a Playdate game in 39 KiB

#6
post #4

gosh seeing the gameplay unlocked an ancient memory ( read: 2007 ) of playing an indie game called xWUNG that had the same yoyo-ing effect. https://www.tigsource.com/2007/09/24/xwung/ https://www.mobygames.com/game/30068/xwung/

Oh, nice! I'd not heard of that one, but judging by the first TIGSource link xWUNG takes inspiration from the same game I did: Japanese cult classic Pendulumania (2000, CANO-Lab) https://www.mobygames.com/game/17800/pendulumania/ with both of those being mouse controlled. One of the challenges I had to "solve" was how to move from analog to digital control.

Re: YOYOZO: How I made a Playdate game in 39 KiB

#7

I'm loving everything I see about the Playdate. This is how gaming should "feel". Keep up the good work.

Many thanks! It's an absolute joy to develop for Playdate (mostly because of the fixed, limited spec) and as much of a joy to play games on (mostly because of the screen and form factor).

Re: YOYOZO: How I made a Playdate game in 39 KiB

#8
Just a friendly note to the editors to mention that the game title is YOYOZO, all caps. The reason is aesthetics: it visually echoes the audible repetition you get when saying the word. A single capital Y and lowercase rest of the word ...just doesn't hit the same way.

Fun fact: YOYOZO is a word I invented, a portmanteau of the words yo-yo (as in the toy) and yozora (a Japanese word meaning "night sky"). So new I got the hash tag all to myself on social media. Almost a Googlewhack!? Cheers!

Re: YOYOZO: How I made a Playdate game in 39 KiB

#10

I'm loving everything I see about the Playdate. This is how gaming should "feel". Keep up the good work.

You might also enjoy PICO-8, a virtual console in glorious 128x128 16-color graphics, with bleepy sounds, and chiptune music. The community is lovely and pretty active.
Post reply on HN