
8omp

Escape the confines of your existence.
Play as the ball from a legally-distinct retro arcade ping-pong game as it seeks freedom from its prescribed role in the world. 8omp (pronounced '8omp') is a demake of qomp (pronounced 'qomp'). The original game was created by Stuffed Wombat along with Miroko, Britt Brady, and Clovelt.
This demake is mechanically focused on elements from Part I of the original game. If you've not played the original, please go check it out!

- 32 screens of hot 8ompin' action
- Built-in stats for your run's completion time, total number of deaths, and total number of 8omps

| Action | Gamepad | Keyboard |
| 8omp | A / Y (Xbox Layout) | Z / C |

| Published | 1 day ago |
| Status | Released |
| Platforms | HTML5 |
| Rating | Rated 4.8 out of 5 stars (8 total ratings) |
| Author | rare |
| Made with | PICO-8 |
| Content | No generative AI was used |
Download
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Click download now to get access to the following files:
8OMP - Windows 1,010 kB
8OMP - Linux 777 kB
8OMP - Mac 7.4 MB
8OMP - RasPi 2.2 MB
8OMP - P8 Files 63 kB




Comments
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Wow yeah this was way harder than VVVVVVV, but I also think this is better! Felt really good to play and I liked the level design a lot. Really nice work!
Are the toggle blocks in the triple lock room at the end necessary? I honestly think the worst part of this section wasn't the difficulty of the rooms, but was having to hit that switch after every death from the south room. Does it break the room to just remove those blocks so players can go straight in without having to hit the button?
Oh, interesting thought about the final room! I could probably move the switches more likely than remove the blocks; they don't effect the north and west rooms from that hub, but unblocking the entrance to the southern 2-room piece would remove cut out the extra switch press in that key room you need to return to hub. I'll explore it though, I could do something slightly different like having a switch behind the key in west room that unlocks north/south entrances. That'd force them to do the hardest room first, but there could be value.
Thanks as always, bud!
The difficulty feels almost cruel - especially that final room with the 3 keys - but in such a way that deaths cross over to being funny. Level design is just so, so good!
Really doesn't hurt that it's absolutely gorgeous, I love everything about it, seriously:
Loved this so much, thank you!
Whoa, thanks!! I really appreciate the thoughts, and especially feedback about the difficulty. I'm super susceptible to challenge blindness after like the halfway point of any project, so if those extra-tough spots push too far feel free to let me know.
Again, thank you for playing and the kind words!
I can only speak for myself, but I thought the difficulty was perfect! It's challenging, at times brutally so, but in a way that feels perfectly paced and with enough variety in the exact type of challenge that it never crosses the line into being frustrating or overwhelming :)
The three key section is particularly good for this - it's a great climax to the game, with each of the three keys offering a different skill check - careful planning and positioning on the North key, light puzzle solving and exploration to the South and the extreme mechanical challenge to the West.
It also felt really well constructed in how you'd introduce a mechanic, explore it thoroughly then seem to discard it for the next, only to then bring them back and combine them in new ways towards the climax
I appreciate the extra detail, genuinely so! If other folks highlight some specific rooms as sticking points I'll do a bigger review then, but leave as-is for now.
And I'm really glad the final rooms feel like a proper climax and not just disconnected puzzles!
Nice game! :)
I liked the metroidvania style level design where some challenges crossed level boundaries. There were some minor annoyances, like when the checkpoints reset you in an unfitting place, but overall great de-make of qomp :)
Thank you, and good completion time - that's the best one I've seen out in public so far! I might do a small update build at some point and the checkpoints are definitely a consideration, yeah. There are a few spots where they feel less friendly than I meant than to, especially if you trigger the checkpoint from a non-primary angle.