
The Bridge
Defend Us!
The Bridge has been formed and the foe advances!
Manage your crew and keep the cannons firing to hold them back until the infernal connection can be destroyed!
Controls
- X/(X): switch currently selected crew member
- Arrow-Keys/(Dpad): select a location in range to move current crew to
- Z/(O): move current crew to selected location (or view crew info)
- Mouse controls can are enabled by default
Rules
- The enemy advances with every second action you take
- Put crew members behind the cannons to keep firing them
- Collect ammo when (or before) your crew runs out
- Collect charges to promote your crew and give them special blast patterns and other abilities
- Collect ALL the charges to rig the bridge to explode!
Hold out, and don't let the enemy breach the cannon line until The Bridge can be totally destroyed!
Game Modes
- Survival: the more straightforward and slightly easier game mode. You simply must survive until your crew can collect the last charge to destroy the bridge.
- Onslaught: Strange new enemies start to interfere with your crew and make things more difficult, but you also earn points for every enemy you take out. After you collect all the charges you can still keep playing for as long as possible to score as many points as you can. You high scores will be recorded!
- Nightmare: Hard mode, increased difficulty. Much harder to collect all the charges and destroy the bridge
- Daily Assault: Uses the current date to generate a new random seed each day, so players can try to get the highest score they can with a particular combination of Charge/Skills drops and enemy spawns. (note: the high score will also reset daily!)
Dev Stuff & Feedback
This is my first foray into Pico8 dev and I've really had a blast working on this game!
After I stalled out on a side project I was making in Godot and I decided to try doing this little "demake" of my unfinished idea instead. Pico8's limitations forced me to focus game design down to it's absolute essentials and "The Bridge" is the result. I've been tweaking and improving the game a bit over the last few months, and may continue adding some more features in the future such and new crew abilities, new enemies and maybe even a special "Daily Run" mode (assuming I can fit them all in a single Pico8 cart!).
If you've played the game and have thoughts, I'd love to hear them. Specifically...
- How's the game's difficulty? Too easy? too hard?
- Should I include a little guide for the different abilities and enemies? Or is it more fun to find out as you play?
- Should I try to cram more into this game? (somehow!)
Cheers!
| Status | Released |
| Platforms | HTML5, Windows, macOS, Linux |
| Rating | Rated 5.0 out of 5 stars (8 total ratings) |
| Author | foolhardyGames |
| Genre | Strategy |
| Made with | PICO-8 |
| Tags | 2D, Arcade, fantasy-console, No AI, PICO-8, Retro, Tactical, Tower Defense, Turn-based, Turn-based Strategy |
Download
Click download now to get access to the following files:
Development log
- UPDATE: New Skills and Game Modes54 days ago
- Added Pico8 files and fixed a crash74 days ago



Comments
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I’m so glad I finally got to playing this one, it was and absolute blast, pun included!
The upgrade system needed a bit of time to be understood by me but after that game has a neat rhythm to it, well done! Daily mode also gets crazy with all the different abilities the enemies have so we have a lot of replay-ability it that term!
the spin on the classical tower defense genre is also really neat, not sure if that was the inspiration behind or just I connect it to that, but the turn based movement/abilities mash really well into the defense strategy!
Amazing game! I really like the look, mechanics, and replayability—one of the best I've tried on PICO-8.
After a lot of rounds, my Onslaught high score is 3,710. I think the difficulty is spot on, as it scales well after reaching the last charge.
My only wish is for more abilities, so that they get less repeated during a round.
Also, to add to the experience, perhaps you could unlock Onslaugh after beating Survival, and Nightmare after reaching a certain score on Onslaught. This way, players have something to look for other than getting a high score.
Edit: Additional feedback after playing more.
This is some great feedback! I definitely wanted to add more abilities but I hit the limitations for the amount of code that fits on a Pico8 cart (and my ability to optimise it😅). So I might need to consider porting the game to a different engine if I want to take this idea much further. Unlocking the different playmodes might be possible though?
- I agree I should probably just always let the player keep firing after the last charge in Onslaught+. It was a weird holdover from when I was first experimenting with having an infinite point scoring mode.
- I personally don't mind the Mimic sometimes re-selecting the same ability sometimes, as I feel that's the risk/randomness of performing a swap with that ability active (like a physical dice, sometimes you roll the same number twice). But I'll keep your suggestion in mind if I make future tweaks.
- I also agree that the visual design of the special enemies makes them look VERY similar and I sometimes forget which one does what if they aren't actively about to attack. Either that or post a little visual guide/cheat-sheet for identifying each of them
UFO50 Bug Hunter vibes, lots of fun
Cheers! (and that does remind me, I REALLY should check out UFO50 😅)
Fun and cute experience. Won the first time in survival mode, easy but challenging enough. Well done!
Thanks for playing!