Hello again.
I started this thing almost a year ago as a passion project when I was out of work. It is full of clever things. I was so proud about all the clever things. It has parallax background scrolling. It stores a bunch of game data RLE-encoded in the spritesheet and as garbage strings in the code. It's doing all this hot-swapping of sprites into the spritesheet as the game needs them.
I haven't worked on it in like 6 months and I don't think I will again, so here it is! You can collect these marshmallowy looking stars and run around in the first "level", which is more like a bunch of test platforms just seeing what could be accomplished. There was supposed to be a cutscene at the start and the sprites still exist in the code for that, but in this version you just get dumped right into the level.












I have been working on this on and off for the past year. I've lost steam on it and if anything I'll revisit it as something to make a racing game in, since the basic feature of it is that the walls can stretch on "forever", procedurally.
Right now you can walk around in it. There are cute animal characters... that you can clip right through. You can move with the arrow keys and strafe with the action buttons. If you mash both action buttons at once a few times you can see some debug info and also clip through walls. You can teleport through "doors" which are the black squares on the walls. You can sprint by double tapping forward. There's also a couple of other areas you can't teleport to at the moment, but you can get to them by setting AREA to -3 and -5 in the code.










This is a remake of part of one of my favourite c64 demos: Incoherent Nightmare by Arsenic. Endless brussels sprouts drawn into 6 framebuffers at 60fps.



Original here. I wonder how obscure this is. I first saw it floating around like a decade ago now. If you recognise it, then... enjoy.
I'd been working on this video encoder thing for a few days and it turned out this clip compresses really well, likely because of big blocks of colour and not that much movement. And so I decided to make a cover as well.
I need exact change only...
Heeeere's fiiive buuuuucks.




I don't know. I had the idea for this for forever.
You can press down to go half-speed, left and right to scan through the parts of the chorus.
The audio and graphics go out of sync and I've coded to accomodate for this, but it seems like it's unpredictable. You'll probably hear a glitch as it loops. On my machine the graphics are like .5% slower than the audio. IF YOU REALLY WANTED TO there is this M variable in the code you can tweak.
EDIT: Alternate self-corrupting version.












Unpolished! Ambitious mechanic! Probably infuriating!
Mash the arrow buttons to transfer "possession" of the blue and pink balls. When a ball is possessed it can break through the silver barriers. Everything else is just chaos. Press X to restart the level.





Hello everyone.
I bought pico8 like a week ago after my friend kept linking me awesome stuff on the forum here. The "exercise" and "now is fornever" ones were particularly inspiring to me.
On the weekend I sat down to make this scrolling background thing and then I just kept running with it. It's mostly a ton of lines, circles, and the mod operator. There isn't much point to it. You can press left and right to change speed, press up to randomise the palette, and down to reset those changes.
EDIT: 42 stars!









