Sybil's Tail 1.1.2
by sol
Sybil's Tail is a tiny, 15-30 minute long platformer made for PICO-8. Run, jump, slide,
grab, and toss your way through 6 bite-sized areas as you search for a mysterious meteorite
that fell nearby!
hi there!! after 4 months of working on it, I've finally finished my first PICO-8 game,
Sybil's Tail! this project was a lot of fun to work on, and getting everything to fit into the
32k of cart space required a lot of tricks to make things work right. a large reason it took
so long was all the rewriting and compressing it took to get in all in there. but! the result
is exactly the game I set out to make! I hope y'all enjoy exploring this little 8-bit world
I've made.
it's also on itch here, which includes native exports, and the soundtrack. speaking of, I
would like to extend special thanks to @kitorchid, who made the incredible cover art for the
soundtrack, and @osmoru, whose adorable artwork formed the basis of the cartridge label
design. In addition to those commissions, I also received wonderful artwork of Sybil from
@MarziManed and @_pexl, who are both very cool artists that you should check out as well! And
of course, I would like to thank all testers and of course my friends, without them none of
this would have been possible.
some statistics (from version 1.0):
number of songs: 9
number of music patterns: 33
number of SFX: 63
non-empty map tiles: 3180
sprite animation frames: 99 (computed at runtime)
bg animation pixels: 60
number of object types: 25
number of in-game objects: 734
tokens: 8190
code size prior to data interleaving: 19435 bytes
in other words! for PICO-8, it's a big game. sometime I'd like to write a blog post about all
the tricks I did to squeeze everything in there, but for now, I'm just happy to finally have
it out here. hope y'all enjoy it!
[UPDATE version 1.1]
The game now makes use of the "secret" pico-8 color palette-- the result is far more colorful,
while still retaining the color contrast between the day and night segments. additionally,
balloons and ribbons now respawn, making the game a tad less frustrating. a couple bugs have
also been fixed, and several have been added.
for the record, this is intended to be the last non-bugfix release for the game-- so I hope
y'all enjoy it!
[/UPDATE]
[UPDATE version 1.1.1]
1.1.1 is primarily a bugfix release, and addresses the following issues:
mobs can no longer kill sybil in cutscenes
fixed issue where picking up mob and ribbon at the same time would cause mob to appear over
sybil's head
fixed an overflow bug that would cause credits screen to disappear after a while
fixed issue where the sound effect for a hard post-jump landing was used for soft landings and
vice versa
fixed issue where sliding speed would not be reset when respawning
fixed issue where respawn position would be noticeably offset while in fullscreen mode
fixed issue where color of some signs would be inconsistent/flicker
removed graphical distortion that appears when the final boss kills sybil. too many players
mistook it for a genuine bug…
color 2 is no longer mapped to secret color 4 during the daytime
carrying a mob into the starting area during the day will no longer cause their colors to
glitch out
sybil's lighting now reverts to normal as she enters her house at the end of the game
[/UPDATE]
[UPDATE version 1.1.2]
1.1.2 primarily is meant to work around some bugs present in pico-8 0.2.2c. some previously
unreleased changes have been included as well.
fixed issue where after hitting final boss, screen would turn permanently white
fixed issue where text was out of alignment due to tabs being ignored by print
addressed oversight where the white highlight pixel on the golden radish sprite was on the
wrong side
touched up mob sprites slightly to add a bit more charm and clarity
added a sign in final boss area to further hint at how to fight back
[/UPDATE]