Lob! Lob! Lob!
In the year 30XD, there were... a bunch of tanks... that started... fighting!
Lob! Lob! Lob! is a Pico-8 demake of Scorched Earth, with mechanics that should be familiar to anyone who's played that game, or others like it (e.g. Tank Wars, Worms, etc...). It is a turn based tank battle game, where you select a weapon, set your angle and power and let it fly!
The game has support for up to 8 players or AI bots, in hot-seat multiplayer. Try out all seven weapons and 5 utilities!
Controls
Camera Mode:
- DPad: Move Camera
- Z: Item Select
- X: Aim Mode
Item Select Mode:
- DPad: Move cursor
- Z: Cancel, -> Camera Mode
- X: Select item, -> Camera Mode
Aim Mode:
- Left & Right: Change angle
- Up & Down: Change power
- Z: Camera Mode
- X: Fire
Status | Released |
Platforms | HTML5, Windows, macOS, Linux |
Rating | Rated 4.6 out of 5 stars (5 total ratings) |
Author | Bright Moth Games |
Genre | Strategy |
Made with | PICO-8 |
Tags | Local multiplayer, Lo-fi, PICO-8, Pixel Art, Retro, Tanks, Turn-based, worms |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Gamepad (any) |
Multiplayer | Local multiplayer |
Player count | 1 - 6 |
Download
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Click download now to get access to the following files:
Lob! Lob! Lob! - Windows 1 MB
Version 3
Lob! Lob! Lob! - Mac 3.9 MB
Version 3
Lob! Lob! Lob! - Linux 576 kB
Version 3
Lob! Lob! Lob! - Raspberry Pi 822 kB
Version 3
Comments
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This is a great little game. A lot of fun in a small amount of time. Being able to move around is cool, though I wish the enemy tanks would also move sometimes. The variety of fun weapons is also a great addition. The airstrike is a suboptimal strategy, but damn does it feel good!
Impressive! You packed a lot of items in there and the terrain destruction works great.
If you don't mind explaining, how did you accomplish the dynamic terrain?
Thanks, glad you enjoyed it!
As for how it's done, it's a pretty straightforward brute forced solution. In essence, the map is a series of columns, with a full height and grass height. During the final frame of the full sized explosions, we do some circle math to figure out how much to remove from each column.
The map is generated by breaking the full playarea width apart into some random number of segments, setting key points for each segment and lerping between them. Little depressions of flat land are added after the map is generated for each of the tanks, by modifying the heightmap directly under them. And that's it!