This is my second cartridge (even if the first one is not finisehd yet)
i wanted to try play with lights and random levels
You play a girl who try to go deeper into some strange cave.
Avoid the inhabitants or they'll hit you, try to find the exit portal of each level
Arrows to move
C for a useless particles spell
X for a level reset


Current state: Final (1.0)
For Little Awful Jam 2016 (Theme: "Chill")
http://www.awfuljams.com/little-awful-2016
Code: https://github.com/buffis/LittleAwfulJam2016
Music by Pizza (http://pizzamakesgames.itch.io/)

Oh no you've been thrown in the dungeon and have to escape!
Controls:
Direction Keys to move
Z to open a door you're facing, if you have a key.
Changelog:
v0.3 updated to latest version of Pico-8, added title screen, expanded map, sfx for doors and keys - 899/8192
v0.2 minor bugfixes, expanded map - 912/8192
v0.1 initial upload - 875/8192
Known Issues:
- The sound when trying to open a door without an appropriate key loops as long as you hold down the Z key
(I may not even have to worry about this when I change door opening to be contact based)

Are there solutions for the puzzles that the players have posted here? If yes, where are they and how can I have access?
I don't see the option of pasting a solution in these puzzles, you know, like in the original ones, where you can paste and replay the solution for any of the 40 puzzles of each level.
CRASH THE CAR!! BY ALL MEANS! CRASH IT!!!
Directional arrows to control the car. That's it.
There is a total of 20 levels and they should be rather quick to finish.
This game was supposed to be made in 4 hours as a personal challenge but I liked it so I took my time and finished it in approximately 5 hours and 30 minutes.
This is also the first time I do not-procedural level design so please do tell me what you think about that and all the rest!
The collisions are broken. I am aware of it.
Have fun!

Having recently caught the Windows bug (I'm actually a Mac OS X and GNU/Linux user) again,
I decided to try and run a Pico-8 demo inside an XAML Webview container this morning.
While the setup itself was straight forward enough (I simply exported cast.p8 to html5 and made the generated cast.html the source for the WebView of an empty Windows 8.1 C# app template), the resulting performance turned out to be abysmal.
I get approximately 1/6 the framerate of the same file running inside Internet Explorer 11 (which rather surprised me, as I previously thought the WebView inside WinRT was merely a wrapper on top of the sandboxed Internet Explorer that is part of Windows Modern -- AKA Metro).
The same is also true for any carts I tested while surfing the Pico-8 section of this website, inside the WebView.
Strangely, most other HTML5 content works fairly well. Including WebGL content and, strangely (as I assumed this might've been the problem), other ASM.js/Emscripten applications.
Is there anything that can be done about this? Has anyone here tried porting their game to Windows 8.1/Windows 8.1 Phone before? The only "solution" I can come up with myself would be targeting Windows 10. But that would severely limit the potential player base.
PS: I've also tried running the demo inside a WinJS app. Same result and the debugger didn't reveal any errors short of WebAudio API related ones (WinRT prior to Windows 10 apparently doesn't support WebAudio).





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