Allocation is a Metroidvania game without a connected world map. Instead, you must create pathways between key points using the rooms that you collect as you explore.

Rooms are divided by difficulty, so you decide how challenging the game will be by creating your own paths to move around the world. The more you explore and add  rooms to your collection, the more choice you have when designing your routes.

Creating a Path

Access the Map System

Press the up arrow in front of the monitor to access the map system.

Select Rooms

From this screen you can see the rooms you have obtained. If you select one of the yellow rooms and press the Z key, you can then place that room onto the minimap.

Build a connected world!

Place a few rooms onto the minimap to connect two areas. Aim to reach the red dot room on the right-hand side of the map!

Controls

Arrow keys - Move your character / Choose options in the map system.

Z key - Jump / Select an option in the map system.

X key - Shoot / Cancel an option in the map system.

Comments

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Here is a quicker speed run path I found after brainstorming and is the only path possible while skipping 2 of the stages. tell me if you found quicker ways

If you want to sppedrun the game here is another way to skip the last green room

A really cool idea here! Could definitely see this working out!

14:28 for me.

Was a nice game just way too short for my taste :-)

Expand the game a bit, make some of the movable rooms only usable once you got certain powerups. (I mean for example that the room has some death pit in iit that can only be overcome by having some hover ability. if you don't have that you cant cross that room and therefor placing it would be useless)

and hiding these abilities in the fixed location rooms.
probably build some other fixed room with some miniboss in front of it.


This is genius! Thanks for making and sharing it : )

you can skip 1 room in the game if you really feel like it

This is a fantastic game and has insane mileage for future development

One recommend: reduce the player's X-hitbox by 1 px on each side. Seems like a lot of movement is (+1, repeat +2) and it makes lining up with tile spacing impossible; and a lot of the harder layouts require pixel-precise positioning for navigation.

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Absolutely brilliant. Can I download this? /fellow PICO-8 nerd
I'd love to pop this in my Picade, or maybe do a Zelda-like spinoff if it's cool.

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Just plain stellar.

This is really great! Can't believe it was made in two days. Had to play it to completion. Great job!

I Tried to speedrun

Really interesting and fun idea, definitely has a lot of potential! Great job :)

Awesome, well executed idea!! Will definitely be rating this one highly

I love almost everything about the game, except for the controls. I don't know about anyone else. But Z is not what I think of for jump/select and X is not what I think of as shoot/cancel.

Other than that, it's great.

Great concept. 

I love it! great game

tokk me 52 minutes but i did it!

awesome game. i knew i could shoot but i totally forgot which wasted alot of time. force the player to shoot more (like wall of spikes you cant move around)

got all the way to the final room, was really confused, and scrolled down to the comments. it was at this point I realized I could shoot. rip

Edit: After replaying with my newly acquired knowledge, I actually think this would be better with no shooting and some level tweaks. Overall great game, but I felt like a lot of the rooms were either too easy or required damage boosting.

This is really incredible! With slightly better controls, I could play a longer/more fleshed-out version of this for hours. Very good start to what could be a great game.

got all the way to the final room, was really confused, and scrolled down to the comments. it was at this point I realized I could shoot. rip

Nice game! Took me fifteen minutes to beat, with only getting new rooms from four of the possible six places before going for the end. Took quite a few tries to get there, but I had fun

The only problem I see with the game is that the character moves too fast and you can't decide how hight you jump wich makes it hard to aim or simply moving around. This is a problem especially beacause the rooms are small and it doesn't take long to traverse them. Otherwise it's a good game: the concept is fantasic and the execution is also pretty good. I would like to see this as a full game. 

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This was awesome. At first I was skeptical if I should agree that this is even a metroidvania... until I realized that the rooms you acquired were your skill system that assists in maneuvering the game. You literally earn spaces to move around the level. This is a great spin on metroidvania, you should turn this into a larger game, it's got real potential.

By the way, I feel that providing restrictions on where you could place a given room would be a great addition. There is a lot of puzzle potential in that aspect of the game. Perhaps rooms that can only be placed once, and other hubs to tunnel toward. Also, perhaps the difficulty of a room should also vary based on where it is placed. The obvious idea is increase difficulty as it is placed nearer the goal.

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Cool game, though I think signalling that the saws can be destroyed would help earlier on when it is difficult to move around some of the rooms (As most often in games [and especially platformers] saws are normally not interactable) as I didn't bother trying to shoot them as I thought they would be immune. Otherwise, really fun!

Thanks for the tip!

Such a great idea, loved it. hope to see more of this if you plan to expand it or make a second game.

Very smart! I love that the healing rooms are one-way entries, forcing the player to plan their map around it. IMO, there should've been fewer rooms overall, so players would need to use all of their pieces in the final stretch. I never saw some of the hardest rooms because I didn't need to use them. But I loved this! 

If you're going to expand on this game in the future, having certain areas have 'hazards' that effect the room tile placed there among other spatial puzzles (like rooms that can rotate with levers) could be really interesting. I think there's still a lot of potential here!

I wish I had figured out how to not use the hard rooms, I had to use all rooms for my last run.

Very fun, only cons are the controls can be annoying at some times, and dropping though passable floors sometimes doesn't work, but overall a nice game