I am working on a node based particle effect editor, and things are starting to come together. There is still a lot missing to use this to make sensible effects, but I thought I'd share it early to get feedback. Thanks to @Goldfsh who has helped me out with some painful HTML.

The idea is to have an editor that allows you to be very flexible with particle generation (for example, chaining and layering particle effects) without having to write code. Green sockets pass numbers, while Purple sockets get "Triggered". For example, the emitter node will trigger at the given interval. You can then chain this to a Linear Emitter node, that will trigger CNT times, at different offsets. You can then feed this into a particle system to actually generate particles with speed, weight, lifetimes. ANother example would be to take a sine wave generator, scale it with MultAdd, but use a MouseInput to trigger the particle systems. You can then use the Die output of particle generators to add more particles when the first set dies. There is currently a very limited set of nodes. Future plans include many more nodes (math nodes, event handling nodes, and of course particle system types), more controls (for example, loading sprites from HTML into pico, palette, bezier curve editors). And of course a way to generate efficient pico8 code out of the graph.
Updated version with better music, and quite a few bugfixes. Bomb collision still is a weird ass collection of hacks.
In the finishing phases, new music coming.
2-4 player local multiplayer brawler. Kill each other by jumping on their heads. Physics very much informed by celeste and advanced microplatformer kit, with added tweaks for that snappy looney tunes feel.
Controls -
Player 1: arrow keys - move, X - jump, C - throw
Player 2: ESDF - move, W - jump, Q - throw
More players using gamepads, not sure if the HTML on the bbs allows for gamepad input.
Graphics by bloodqwen, music by nkue, code by me and mxmstr.
A platformer I made for the Brackey jam, the theme was "light". The game can be played on itch, and here is the rating page. Source code is on github
Guide Bepo the Moth to the exit by turning on lights.
The physics are very much inspired by celeste, as I took a few days to take apart how gravity and sliding is handled. The camera shake is from one of trasevol_dog's doodles.
I wish I had had more time for levels.
I'm going to call this the beta version, I'll show it at the boston indies showcase tonight and hopefully catch whatever bugs might be left.
Most certainly the last iteration before release.
Added levels and distractions and hiding in plants, getting closer to "complete".