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Cart #slimesrevenge-9 | 2026-06-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
15

Controls

Z is to dash, X is to fire weapon and select settings.

Progression/Gameplay loop

its a basic hoard survivor with you as a slime with guns. upgrade your stats as you level up. theres basic power drops on occasion.

Development

This project was created through an iterative, experimental workflow using an AI coding assistant as a tool for prototyping and implementation.
All gameplay design, in game art, and music were created by me, with the assistant helping translate ideas into code step by step.
The game evolved from a single procedural prototype into a more complete experience through continuous refinement and expansion.

(Translation: This wasn't made in a single prompt. It took over a week, I had to learn and understand some coding, and all the art and music were made by me.)

Story

you play as a slime who's sick of his brethren getting slayed by adventurers to level up. now its his turn.

Future plans

I dont have any current future plans at the moment. feel free to drop some ideas in the comments.

Outro

only hope is after the hours put into it that someone finds it fun and enjoys playing it

Tips and tricks

at movespeed 3-4 I believe the enemies wont ever be faster than you. the enemies do not gain hp on a level up that happend while buffed with xp/crown buff. the shotgun if you kill a enemy with the shot the projectiles will pierce to the next one so leveling damage is best with it. leveling attack speed in the early game is good because the crown gives a buff to attack damage.

Recent update

added some framerate fixes, drop rate stuff, item pointers, level up HUD optimizations

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5 comments



Cart #pocketworld-2 | 2026-05-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
11

Controls

You move with the curser with directional keys. x is menu. z is using. the P(pause menu) has more settings for zoom, max population per empire, max tree cap and turn off music.

Progression/Gameplay loop

you make kingdoms and play around with them as they build and go to war. they cut down trees to build more houses, defeating the enemy king acquires their empire and a road is built to it, the npc will sometimes use the road to the other empire, they try and stick within a range from the empire they are currently in.

right now there is significant slowdown when zoomed all the way out, zooming into 5x or more is better run speed, this is because of all the trees and other things happening all over the map that is rendered when zoomed out farther. im going to try and optimize this so the runspeed is smoother when zoomed out. I have no issues with speed when population is around 20 or less with multiple empires.

Development

This project was created through an iterative, experimental workflow using an AI coding assistant as a tool for prototyping and implementation.
All gameplay design, in game art, and music were created by me, with the assistant helping translate ideas into code step by step.
The game evolved from a single procedural prototype into a more complete experience through continuous refinement and expansion.

(Translation: This wasn't made in a single prompt. It took over a week, I had to learn and understand some coding, and all the art and music were made by me.)

Future plans

most likely will optimize the script and add more.

Outro

I hope you guys find the game fun. I hope more worldbox type games come to the console. if theres anything you want added just let me know and ill try to get it put in.

11
2 comments



Cart #picodasher-2 | 2026-04-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
11

Controls

you jump by pressing up, z is the attack, x is the dash. you get three z hits (z,z,z) and up+z resets these and is a launcher for sending the enemy into the air. you only get 15 dashes while in the air. landing an attack after a dash while in the air gives back lots of energy. it costs energy for attacks. down+z does a crouch attack when used on the ground, using down+z while in the air does a downwards diagonal dash kick attack that sends enemies flying downwards. using down+x shoots a energy blast.

you can toggle the player outline look in the pause menu as well as toggle the music (but it always says "on" even if toggled off. but it works).

Progression/Gameplay loop

this is just a 1v1 battler. theres only one class but its extremely satisfying to air dash juggle the enemy. im curious what types of times people will get for defeating the game. and what types of combo high scores people will get. you can reset z,z,z with up+/down+ z but the energy drain is much larger then if you're air juggling the enemy.

Recent update

I recently added the custom color pallet along with some easter eggs for special characters if you use the right color pallet combination.

To know those special color pallet combos heres the spoiler
[hidden]supergod2: blue, pale, orange, red. Decrepit old man: white, pale, pale, dark green. Smarf: white, blue, blue, red. Achugo: orange, pale, black, darkblue. sero: green, pale, white, silver. God: pale, pale, white, yellow. afroguynamedsam: black, brown, white, red. TheChosenOne: black, pale, darkblue, blue.

[ Continue Reading.. ]

11
7 comments



Cart #winratecalcgraph-2 | 2026-04-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

just a simple display calculator of %chance

up/down will change the win/lose amount. left/right will change winrate/rolls. pressing O(z) will switch between the setting type and X will run the calculation once per press

Development

This project was created through an iterative, experimental workflow using an AI coding assistant as a tool for prototyping and implementation.
Design was created by me, with the assistant helping translate ideas into code step by step.
The game evolved from a single procedural prototype into a more complete experience through continuous refinement and expansion.

1
0 comments



Cart #picofantasyfinalv-0 | 2026-03-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8

Classes

Warrior passive: Shieldbash - has a 30% chance to nullify damage and send to back onto the attacker.

Mage: Gets a extremely powerful aoe fireball spell.

Thief passive: Silver edge - has a 50% chance of dealing a critical strike for 100% more damage.

Priest passive: Divine favor - at the start of every player turn start up, heal the party for 25% of their max hp.

Controls

You move with the directional keys. z is menu/back. x is to select.

Progression/Gameplay loop

you spawn in a infinitely generated world. the farther you go out the harder enemies get and their spr change as well every 800 distance. once you get far enough the enemy spr colors get mixed and repeat. you have a free warp to the Inn in the overworld menu, pressing warp again will get you back to where you teleported from so it saves progress of distance traveled. its a turnbase FF styled game with lufia inspired visuals.

When you get 10,000 gold in your inventory you get the consumable item the crown. it triggers the final boss a level 500 warrior, defeating him completes the game.

Development

This project was created through an iterative, experimental workflow using an AI coding assistant as a tool for prototyping and implementation.
All gameplay design, art, and music were created by me, with the assistant helping translate ideas into code step by step.
The game evolved from a single procedural prototype into a more complete experience through continuous refinement and expansion.

(Translation: This wasn't made in a single prompt. It took over a week, I had to learn and understand some coding, and all the art and music were made by me.)

Future plans

I am happy to say this is fully where I want it. maybe adding more spells but its good where its at.

Outro

I hope you enjoy the game and that this will inspire others to make games like it, I can see this type of lufia roguelike genre really take off in the community if done well I know I myself wanted something like this so I made it myself and am happy with it. a ff turnbased rpg roguelike style was fun to make. I hope this style inspires others and we get more games like it to the library.

Recent update

I added two more classes. this will most likely be the final version because of byte space limitation for 1 cart. if I can surpass this with duel cart booting I will add new spells and a lot more features!!

8
4 comments



Cart #fofihhip-0 | 2026-03-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
14

Controls

You move with the directional keys. Projectile is shot with O (auto aim). Character ability is executed with X

Progression/Gameplay loop

You spawn in the starting biome and kill enemies to level up. The farther out you walk (in any direction from the spawn) you will encounter new biomes and increasingly stronger enemies. Each 5 levels you will get a significant increase to attack damage, while hp and movement/attack speed increases per level.
Max level is 20. Rogue ability cooldown/duration gets better per level. Mage ability targets 1 more enemy per 2 levels and more damage per 5 levels.

Development

This project was created through an iterative, experimental workflow using an AI coding assistant as a tool for prototyping and implementation.
All gameplay design, art, and music were created by me, with the assistant helping translate ideas into code step by step.
The game evolved from a single procedural prototype into a more complete experience through continuous refinement and expansion.

(Translation: This wasn't made in a single prompt. It took over a week, I had to learn and understand some coding, and all the art and music were made by me.)

Future plans

I might come back and add gear drop if I can figure out some optimization for space. happy with the bullethell roguelike almost rpg adventure action game

Outro

I hope you enjoy the game and have fun playing it!

14
4 comments