Here's my generic "Look everyone! I made raindrops!" cart, since the theme is rain.
If it sounds absolutely horrible, don't use the web player. The web player skips frames, which does not bode well when the raindrops themselves are playing the music.
If it still sounds absolutely horrible, I'm sorry for being terrible at music. I will try harder next time.

1.0 Final version for p8jam1
added spark deathh effect+sfx
lots of tweaking on hero/cloud collisions
--- CONTROL
- [Arrow Key] Move around
- [Z] Jump
--- GOAL
Help the Rainmaker to complete 3 of her 4 duties:
- Collect 3x stars
- Collect 3x lightnings
- Collect 20x flowers
- Achieve 2x duties within 99 seconds
You don't have to achieve them all, so dont worry if time reach 0 You can still collect flower stars and lightnings.
--- FLOWERS
- Flowers on the ground are always visibles regardless of your height

Not quite finished entry for http://midwestgamejam.org
left/right to steer, 'z' to draw in the sail, 'x' to let it out. Finish all the waypoints without running aground!
[b]General Sailing tips:

AIR RAIDERS
The object of the game is to blast enemy aircraft out of the sky... and dodge ground missiles!!! Zero in on enemy planes! Bank left, bank right, dive, climb out! Watch your elevation! Keep track of the fuel! Run out of ammo...land and refuel...take off again!
For Your PICO-8 Video Game System
You should download and play it though, the web player seems to break some minor things.
Changelog:

I'm not sure how practical a request this one is, but if Pico's vocabulary of Lua operators were expanded to include nand, nor, xor, and xnor, my life as a golfing programmer would be so much easier. (And if that can be done, could we also get the bitwise functions as regular old | & ^ ~ << >> operators instead?)

Newest version:
How to play:
- move with arrow keys
- drop bombs with z
- collecting powerups increases you bomb count and flame reach
I'll just pronounce this game complete (for now). I pretty much burned myself out making it (and doing nothing else) for a whole week. It was fun though.
Changes in v1.0
- Fixed a graphics glich when starting a game with no players
- Added support for 4 human players
- Added a demo mode that starts after idling for 10 seconds in the menu (makes it easier to show it to people on a phone)
I made a timelapse video of the creation process.
Old stuff:
[hidden]
I have been making this for a full week now with almost every minute of free time I have had (last weekend and after work).
Making the mechanics took only around 6 hours in total, but the AI has been painful to get working properly (hence the excessive debug info) and it's still not quite how I would like. The AI is around 5000 symbols of the current 7777 used (I just noticed :O ) at this point. I haven't optimized or cleaned it up at all. (And now after noticing that 7777 I probably don't want to. :D )
The graphics I overhauled in a couple hours yesterday. It was my first time drawing dithering, I'm quite happy with how it turned out. The title screen definitely could use some work. Also background music would be nice but I'm hopeless in that regard.
I have screen captured the entire creation process as a timelapse and will make some kind of video out of it. It'll probably be mostly boring coding and head scratching but I wanted to give it a try anyway.
EDIT: Aaaand here is the video (EDIT2: now with MUCH better quality)
(video above)
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