They stop when you stop! Rush through the maze in Pellet Time!
4 modes:
Super Kid Pellet: Pellet Time with speed & timing progression
Super Hot Pellet: Pellet Time at full speed
Super Mr Pellet: Classic muncher with speed & timing progression
Super Ms Pellet: Speed-hacked classic muncher!
Also playable on itch.io, Game Jolt, Newgrounds, Kongregate
in Glorious Scanline-O-Vision (aka Lame Scanline Overlay) for some reason.
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v1.2.5: bug fixes and whatnots
v1.2.3: more sensible use of dset/dget for pi+microSD
v1.2.1: fixed Clyde's AI, added blinking hearts.
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old beta version:
You've been flushed away in The (Endless) Sewers of d'Oh!
Now try to escape, pathetic paddling!
Hint: You can't! This is an infinite breakanoid! Muahahahaha!
Have fun!
v1.2.1: more sensible use of dset/dget (stalls on Pi+microSD, see here)
v1.2.0: warrior mode, better background, ugly label.
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Sewers of d'Oh is a prequel to The (Bottomless) Pits of d'Oh! (available on itch.io and gamejolt)
note: SOD is keyboard/gamepad only while POD is mouse/touch only!
step 1: export a game as html (eg "export game.html" in console)
step 2: edit the html file (eg game.html)
add this inside "canvas{}":
canvas{ image-rendering: optimizeSpeed; ../.. border: 0px; --gray: grayscale(100%); --blue: sepia(100%)hue-rotate(180deg)saturate(200%); --amber: sepia(100%)saturate(200%); --green: sepia(100%)hue-rotate(90deg)saturate(200%); filter:var(--green); } |
set your preferred filter in filter:var()
step 3: profit!




more info on css filters:
https://www.w3schools.com/cssref/css3_pr_filter.asp
so this poor guy has been sitting there, unfinished and lonely, since last summer.
I started this as a follow up to my Boing demo then totally forgot about it!
I don't think I'll be back on it any time soon, so here it is anyway!
bonus:
the original demo's 24 frames converted to pico8 resolution & palette as a gif
(my first idea was to somehow cram it into a cart)

Tetrominoes... where do they come from?
the goal of this sliding tile puzzle is to make tetrominoes.
when you make a move, there are 3 possible outcomes:
good move: you've connected 4 tiles of the same kind, and made a tetromino. +1 on score. there's a little tune. the cleared tiles are replaced by random ones.
free move: not a good move, but the tile you moved connects to one of its kind. there's a "satisfying" beep.
bad move: the tile you moved is isolated. the board shakes, there's an annoying noise.
in twenty mode, you are allowed 20 bad moves until the game ends.
in marathon mode, you start with 4 bad moves and gain one for each tetromino you make.
the number of different tiles may vary from 4 to 6, but stays constant for the duration of a game.
8 game presets, 2 modes (twenty & marathon) x 4 sizes (5,7,9,11)
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2 game modes in four sizes.
there might be some randomness in difficulty as I'm still trying to figure things out.
also later on I might add a timed mode without penalty.
is it fun? or tedious? ugly? what works, what doesn't? let me know :)
better late than never! ;)
I was unhappy with it at the time, but it seems I mostly fixed it eventually :)
(update: fixed score saving, paddle beep, added (x) to turn the machine on/off)
496 tokens, originally intended for collab16 jams (too late for #1 and too big for #2)
older version (30Hz):
just a little game I came up with. should be suitable for children :)
updated: a few nitpicks
edit: "Meow Mix" music converted thanks to kittenm4ster! too good not to be true ;)
last night's party was great!
but you totally forgot about today's exam!!
what's an oxyloscape again?
dear people,
could you please stop renaming action buttons to your own liking?
I know, pico8's input is a pandora's can of worm.
officially the buttons should be named (O)/(X) (in that order) but:
- these are fantasy buttons. only (X) has a physical meaning, on your keyboard or your xbox controller (not on your dualshock).
- you can't expect people at large to know what the button letters/glyphs mean (unless you only use X), especially online (on your itch.io or even right here on the bbs)
- most of you are playing on your keyboard. I have a xbox controller connected at all time, but the dpad is not supported and the left stick if often a PITA with games developed with arrow keys in mind. so I'm on keyboard too, most of the time. no gamepad online anyway.
that's why many of you are referring to [Z]/[X]. which with all due respect is selfishly short-minded, since z is anywhere else on non-qwerty keyboards. of course the fact that pico8 treats [Z] differently on the web and in standalone doesn't help a bit. may god help you if you're on a dvorak ;)
TL;DR / bottom line:
I would like, if I may, to take you on a strange journey:
how about referring to action buttons as [C]/[V] instead ?
yours sincerely,
<- me
ps: yeah, I know:

edit: I'm going for X/C. it makes sense on any keyboard, html export or exe. plus the keyboard is like a left-handed/mirrored gamepad, so the buttons fall into place.
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I started this as a tweetjam contribution weeks ago, failed miserably, decided to make a full cart instead, didn't achieve the proper effect anyway, and let it dry on my hd...
then fms_cat posted POKE-8
and I felt compelled to give it another go, so here it is !
one cart off my backlog ;)
update: 30/60Hz (through pause menu), minor graphic changes
here's a cart to test user inputs
useful to check your gamepads configuration, keyboard jamming etc.
shows the first two players on start, you can select other players through the pause menu.