A remake/demake (plus a few new features) of one of my childhood favourites on the C64, "Tapper". It's my first attempt at making something with Pico-8, but it has been extensively tested by myself so hopefully I caught all bugs.
The barebones version was done in one day (got up, started programming, went to bed). Sound, extra graphics, little features and additional animations took three more days.
Manual included in the cart. Enjoy! (and maybe submit your highscores /w difficulty)
Full Manual:
Because stuff has been missed, I'm writing a full explanation of all features here.
You use Z to tap a beer. Holding the button will fill the glass, releasing it will send the beer across the table. The fuller the glass is, the more the receiving patron will be knocked back. If all patrons are knocked out of the bar, you win the level.
Patrons have to be fully inside to catch the glass (nobody likes being served while he hasn't even entered yet). Any glass that is not caught will smash and lose you a life.
When they finish drinking, they send the glass back to you. You have to either catch them, giving you a fresh glass (or loses you life if you fail to), or have the waitress collect them, which is convenient, but gives no points and you have to wait for her to return to receive the glasses.
You send the waitress by pressing X next to the bell at the bottom.
When the barrel is empty or close to empty (3 pixels of beer left), you press X while next to it to order a fresh one.
TIPS:
- Always have the waitress running, especially after level 2! You will need the glasses and can't afford to wait for them.
- The waitress also saves you from moments when two empty glasses arrive at the same time.
- You don't need to always send a full glass. If the patron is near the left end, a half-full glass will be faster and use up less of the barrel.
- At 3 pixels left in the barrel, you can get about one and a half glass out. Think of this as an emergency reserve and get a new barrel as soon as you can.

How to play: Choose a stage with the arrowkeys and press 'c' to start.
Ingame: P1 (the yellow dragonpub) moves with the arrowkeys
P2 (the ress dragonpub) moves with edfs
The goal is to collect the stones with your color before the other player collects theirs. You can relocate the enemies stones by collecting these.
This little game ,created with Pico-8, was done by me, Hengagenga, and my friend and fellow student Kay during our lessons at the "school of games" in Germany
Programmer: Philipp Schliebs aka. Hengagenga
Artist: Kay Riedl

EDIT: changed the rendering style and improved performance. Happy New Year from a surly talking head!
Spend a long night with an uncooperative subject.
(Just a quick sketch—thanks to electricgryphon for the RGB dither-plotter. Head by Videroboy.)
old version:
I'm currently rebuilding Invader Overload for an update and also plan to extend that title into other shooter games. Invader Overload made generous use of the tweetjam carts as animated backgrounds. It made the game what it is...I just added some space invaders on top of them.
I'm looking for more animated backgrounds. The art carts that made up the tweetjam thread don't come to me naturally but many of you it seems like second nature.
Here are a few examples of the backgrounds I used that were made by others:




If these animated art demo things are you bag or just like making them, please consider posting a cart and/or sharing the code behind them. There's a good chance it will end up as a background in Invader Overload or spin-off game in the near future.
While tokens are an overall concern, I'm not too worried about it. I'm pretty good at refactoring once I have code in my hands, so share what you will.
The only restrictions are:
- The animation must make use of cls() as the rest of my game does so
- No sprites
- Nothing too crazy...remember, it's still a background
I appreciate any and all interest in helping with this project. Invader Overload has gotten a lot of positive reviews and traction when showing it off, so there's an audience that will certainly be seeing your work. Credit will be given certainly within the code as well as secondary credit screens in-game.
Any questions or code, please post a reply or hit me up on Twitter - @morningtoast - Thanks!!
"As you know we have a ghost situation here. Find out what it wants and make it leave. Builders are afraid to tear the place down. We need the space, for whatever. Or something. Good luck."
A tiny adventure game about ghosts and love.
Left, Right : move
X : interact
C : use item
Up, Down : select item
I had this idea for a game for a long time, but somehow it wasn't until encountering pico8's restrictive format that I could actually make it into something. I hope you like it!

Battle your computer opponent to the death. Build and upgrade your defences, attack enemy towers and explore the procedurally generated world. Win by defeating all enemy towers.
Your minions harvest wood. Use this to build new towers or upgrade existing ones.
Select your tower once warriors are present and target an enemy tower to attack.
A button/Z key - build or select
B button/X key - cancel command, or if on your own tower upgrade it.
A button - double click on tower - transfer warriors from one tower to another
Note once you've selected towers the cursor goes red, this means you must select either enemy towers to attack or your own towers to get more warriors involved or to transfer. Click the X key (B button) to cancel out, and be able to build again (notice cursor goes yellow).
Instructions:
To build a new tower - move the cursor using the D-Pad or arrow keys to the location you like- ideally near a forest and press the A button (z key). You can only build bases on green grass land. Note the grey fog of war will disappear revealing more of the map as you build out towers and as your minions roam further.
Two minions spawn per base and will chop down trees and bring it back to it's home tower. If this tower is destroyed, the minions die as well.
Each tower will produce 1 warrior per wood contained directly in the tower. Move your cursor over your tower to see it's statistics. When you first build a tower, it starts at level 1 and can house only 4 warriors. You can upgrade a tower (if you have enough wood - 4 to get to level 2, and then 8 to get to level 3) by moving the cursor to the tower and pressing the B button (X key). While upgrading you can't attack from the base and new warriors won't spawn. However upgraded towers can hold more wood, and spawn more warriors.
To attack the enemy, select a tower with the cursor and press the A button (Z key). The cursor will turn red. You may now select an enemy tower to send half your warriors. Press the button repeatedly to send more warriors - it will always leave 1 back at the home tower. Note you can select multiple towers to send minions from. So select your source towers first (where the warriors will come from), then select the single enemy target.
Also you can transfer warriors from one tower to another. To transfer, select one of your bases with lots of warriors then select a tower with room to spare for more warriors, and double click the A button (Z key) on the destination tower. This will transfer half- double click again to transfer more.
You win by defeating all enemy towers.
Updates Jan 5-2017
- Changed computer/AI opponent to also use fog of war rules.
- Adjusted AI logic to not build it's own towers so close together
- Adjusted AI to attack from multiple towers more often when it outnumbers you substantially. Less stalemate outcomes arise then.
- Made it visible which towers had been selected when transferring warriors or attacking.
Updates Jan 4-2017
- Fixed fog bug (was off by 4 pixels)
Updates Jan 2-2017
- Path finding (uses A* algorithm, so no more lost minions)
- Improved fog/visuals - thanks to Offler for the pretty fog
- Hard mode is much harder now
- Computer will attack in a wider radius if there is not activity for extended periods






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