On the last evening of #tweettweetjam I was playing around with free body motion, made a prototype... it evolved into a ~1000 character toy... and I managed to squeeze it down to 555 just before the deadline. The math is buggy when paths get too close to centers, but I sort of like the look so I didn't even try to "fix" it...
Arrow keys move the attractor, 🅾️/Z switches control, ❎/X resizes.
edit: updated to fix a bug where if you stop resizing an attractor right at max size it gets stuck at that size (the sign of the resize action gets stuck oscillating back and forth at 30fps). 560/560 characters now.
My entry in #TweetTweetJam, in 554 characters.
Cross four levels of increasingly busy traffic, using only the up and down arrow keys!
This was my first time trying a minimal-code jam-- I read various forum tips but I'm sure there's still some compression to be had. Since the jam rules were to use source code only, no spritesheet/map/sfx data, I had the idea of Poke-ing a basic sprite into memory and then using sspr() and palt() to reuse it in different forms... and a little game evolved from that.
Years ago while bored on a train with a deck of cards, I made up this solitaire game (for all I know, it may already exist under another name). So I've turned it into a little Pico-8 cart, my first "finished" game.
(as sounds common, I've started at least 4 other ideas... all in various WIP / playing-around stages, it's just too much fun to try new things...)
Arrange cards to make as many good poker hands as possible. For an extra challenge, play in "Perfectionist" mode where you only score points if you make a pair or better in all 12 hands (across, down, and diagonal), which takes some careful play and a bit of luck.
My personal best score for some time was 44, though I recently managed a 57 when the stars aligned.
Program a tiny virtual console, the "Turtle-2", with increasing levels of capability at your fingertips.
This isn't "done" (there isn't a lot of error checking so there are various ways to make it crash, and I want to add more SFX and animations and maybe figure out custom background music), but it's a playable version of the core ideas. If anyone checks this out I'm curious what you think, whether you find it fun to play around with, and whether you create any interesting designs (share screenshots!)
I'm on the fence about trying to extend it to challenges / puzzles or just leave it as this open sandbox.
I just came across Pico-8, did a few tutorials last weekend, and here's my first cart-- a spaceship flying over an endless 2D parallax scrolling background (with more layers that get added in over time).
The whole experience was a lot of fun for someone who rarely writes software-- just poking around within the tool and trying things out. Thank you to everyone who developed Pico-8 and posted tutorials and tips!
I didn't plan to share anything because this isn't a "game" and I expect the code has all sorts of ugly parts I should clean up. But I saw a talk about how part of the concept is just encouraging sharing in any form. So why not... feedback welcome.
p.s. thanks to @Gruber for the music shared in the Pico-8 Tunes #1 cart.