Which means it's subject to constraints similar to those of 8-bit consoles. I wanted to make exploration and variety of gameplay both central to the experience, so code size and data size were both concerns.
I spent a ton of time tweaking the map compression to make the world bigger/more detailed while fitting in available space, and I've probably spent more time size-optimizing the code to fit new features than any other task. Invite me onto your podcast to talk about token limits ๐
My plan is to sell Gordy and the Monster Moon on Steam and Itch starting on 9/29, but also to release the source code at the same time. (Meaning Pico-8 owners effectively get the game for free.) In the meantime you can wishlist it on Steam.