My foray into making a Pulp game - The Case of the Missing Playdates

Game play updates 10/4/25:

  • Began the process of updating the various instances "on interact do" to detect and use the A button vs. just using the D-Pad and bumping into things. Mainly for interacting with the Presents, Rocks, Trash Bins, Holes, Save Kiosks and various Signs throughout the game. Helps to make it feel like a more interactive game.

Thanks so much for the example in this topic: How to specify Bump to Interact or A to Interact for different Sprites example from orknScott.
 

The sprites are definitely basic. I'm using this as an exercise to see if I can get back into creating again. I used to enjoy drawing as a kid so, this should be a fun experience to get back in touch with that part of myself again :playdate_happy:

  • Got player movement and sprite directions working thanks to the Pulp Enemy AI/Attack System Demo from SquidGod & the "Goo Game" code.
  • Created some simple sound effects for when saving & loading a game.
  • Tweaked the Playdate animation on the title screen & save/load screen. Added a few more frames to make the animation a bit smoother.
  • Figured out how to include something kinda cool thanks to orknScott's Pulp Pirate code.

Game play additions ideas:

  • Need to set up code to have static directional sprites work when movement ends, vs. looping a directional animation. Hopefully it's possible.
  • Have on-screen counter of Playdates found?
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