stomp: down / X
jump: up / O
A turn-based-platformer-roguelike. The objective is to get a high score in 300 turns (10,000 is good).
Use your stomp to set rocks rolling, spikes falling, and bombs exploding.
Wall, Drill: 50
Wall, Bomb: 80
Gold Worm: ???
You get half-points for anything you destroy with your amazing stomp - find other ways to destroy stuff.
Please post your best score if you choose to comment.
Arrow keys to move. Z to wait. X to toggle menu.
Cardinal Ramship Pirate
You have descended into Bordered Space in pursuit of the famed Big Golden Chest. The area has many guardians but you have a time crystal and a pirate ramship...
Ram into other ships to damage them. Only the fastest moving ship deals damage.
Use the menu to change equipment - each provides different advantages and disadvantages. Scrap items to regain lost health and fuel - some will even increase your maximum health and fuel capacity.
Made for the 7 Day Roguelike Challenge, 2021.
Check out my other carts if you want just the code for the menu or physics.
I wanted a nice simple menu system for pico-8 so I decided to recreate an old UI I made ages ago in Flash (my game Red Rogue uses it).
The Cardinal Menu only uses arrow keys to navigate. The menu is made of branches. Each item in a branch points to either a string (providing a description panel), a function in your code, a new branch, or nothing (disabled).
The purpose of this system is to make it as fast as possible to build a menu and add options.
In the demo you can see what each option does and there's a demonstration of an inventory system.
The menu system alone is 712 tokens.
This is about as basic I could make it without adding too much noise to the code, but I welcome suggestions for improvements and optimisations.
A quick update...
Let's say you're in a shop and you have 5 gold. A sword is 5 gold and an axe is 10 gold. You want the menu to say the axe option is disabled. So now you can define a menu item that checks if it's disabled - you just point it at a function that gives an answer.
I also added a selection animation for input feedback and trimmed down my math. The menu alone is now 800 tokens but at least it's a round number and easy to build a crafting system with.
I maintained a tweet-log whilst developing this, if you're curious:
Arrow keys to move. Z or X to fire.
Walk into a gun to equip it. Collect gold / fuel / light / more guns.
The desktop build works with a gamepad plugged in (tested on Windows 10).
Cardinal Gun Prospector
You have beamed down your remote droid to loot the famed Monster Caverns. You only have enough juice to beam down a simple pop-gun next to you but plenty of weapons are left around from previous visitors. Get in there and loot as much gold as you can!
Made for the 7 Day Roguelike Challenge, 2020.
Been putting this together rather rapidly. Not only am I fast running out of tokens with no room for polish, I'm finding the gameplay a bit dull.
The idea is that you can only attack on higher ground. Same for the monsters. This is sort of interesting because it leads to a fair bit of dancing around to find a spot where you can attack. But I'm honestly just back-tracking whenever I meet a monster. Changing the numbers as a result of attacks keeps me and the monsters moving, but not in a way I find interesting.
I tried bigger maps with scrolling, but a grid of numbers trundling along is a great source of motion sickness. This idea seems better suited for a much smaller map. I'd probably make more use of the spells by virtue of accidentally looking at them.
Hopefully there's still time left in 7DRL to hack this apart and make something else. But I've gotten this far so I thought it fair to show what I've done.
What's a roguelike without some lighting? #7DRL is fast approaching so I thought I'd re-familiarise myself with pico8. I've ported shadowcasting before but someone on this forum has already done that for me. Unfortunately it's not in cart format where I can see it in action. So let's fix that.
I did some small changes:
- "cast" gets used for a lot of things so I called it fov instead
- Recursive shadowcasting calculates within a square, which looks ugly. I've added a distance check to slice off those hard corners.
Here's the url of the original post: https://www.lexaloffle.com/bbs/?pid=28780
Obviously I'm not looking at pico8's map, just one I've generated. But one could modify it to taste. I'm also being quite wasteful because I only need to iterate through the keys in "visible", but I wanted to be certain there were no bugs and this proves the point.
Left,Right to move.
Z,X to jump. Hold jump to glide.
Wanted to make something with the game-feel-onomatopoeia of "pak-pok". There's a lot of this in games (eg: Mario turtle shells) but the "pok" usually ends in death.
My last cart-game featured a lot of death so I felt like making something nice instead. But then I kinda needed spikes. Sorry. It's a little bit violent, but no one dies.
This game is built on top of the simple platformer engine I posted here: https://www.lexaloffle.com/bbs/?tid=35086
Thanks to the following for helping test the game: Mark Foster, Hafiz Azman, Dugan, Paul Jeffries, Martin Ferenc, German Gonzalez
- Ledges (top only).
- Moving platforms.
- Crates that can push crates on moving platforms whilst you stand on top.
- Reads the map as level geometry.
- The above features can be removed to retrieve tokens.
- Can probably be optimised.
- No slopes.
- 2618 tokens (the raw engine is 1711 but you still need to make a player, enemies, update, etc).
- First come, first served resolution: You only get 1 collision contact (you have to be creative to get more).
Updated this page and rewrote the engine to use less tokens and be more extendable. Only saved 252 tokens sadly but every little helps.
A top-down-shooter metroid-like.
Cursors keys to move, Z / X to fire.
1 hour or less playtime, does not save.
This is my first Pico-8 project. Apart from the class definition (which I abstracted) I wrote the whole thing from scratch in 2 weeks of spare time. This meant it turned into more of a shmup odyssey than a metroidvania. I will have to listen to a lot of feedback before I know what weapons, monsters, and topography would have worked better.
Let me know what you'd expect from a sequel.