Simple puzzle game about matching squishy colorful blocks.
No buttons, just arrows to control.
Just try to get a high score. Make sure not to get too many blocks. Bad things will happen if you let too many blocks appear on the screen. And you should definitely not try to make that happen as fast as possible.
Made for the GAMES MADE QUICK jam https://itch.io/jam/games-made-quick
A game that initially started as a copy of rabidgremlin's tutorial has diverged and after much trial and error became the game you see before you today! Thanks to rabidgremlin for providing me with somewhere to start.
FOR TWO PLAYERS
FEATURES
Tron-like action for you and a friend!
A turbo button for strategic go-fast!
A quick play mode that skips all the fuss of game options and goes straight to the action!
Games that can be played to anywhere from best of one to best of 17!
15 selectable player colors!
For the friend that can't stop getting wrecked, use the handicap mode and set individual win scores!
Some okay bleeps and bloops!
I noticed a lot of people have questions about collision detection and response. This is my first attempt at axis aligned bounding boxes. The collision detection works great, but the collision response could use work. I have to call the collision detection function twice per frame, for detecting collisions on each axis, which seems wasteful. Also, the objects move over each other on the y axis a bit:/ idk why. I would appreciate any suggestions, also, please use this if you find it helpful!

Finished! Currently my only released game for Pico-8 hoper you enjoy!
Scrolling text was done by creating a timer variable, and placing the text at x-timer
Minor update for breakout, here's what's new:
-Level completion fanfare
-Slightly less buggy collision detection
Here's my entry for tinytvjam! Very primitive version of breakout, using sprites for level data. The collision's not perfect, and the levels are all identical to play, but whatevs.


this is my submission for GAMES MADE QUICK???. it also has an itch.io page. here is the description quoted from there:
"hi. this is a toy i made. it has no real ending, but feel free to try speedrunning it anyway if you wish.
as there's no sound, please provide your own ambience, relaxing or otherwise.
you may encounter bugs. the bugs are intentional and cannot be destroyed. good luck."



Annihilation 3150 is an accurate depiction of what the world will be like in the year 3150. Death, destruction, cyborg armies roaming the streets killing and maiming everything in their sight. Hug your kids, and be glad that you are alive today and not in 3150 because you wouldn’t stand a chance of surviving!




First game...
Adapted from "Squashy" example in Picozine #1
Added:
-Animated splashscreen
-4 difficulty levels
-Improved collisions
-Progressive difficulty
-Highscore saving
“A babe, a stogie, and a bottle of Jack. That's what I need right now.”
Duke mused on his recent defeat of the Rigelatins, his voice raspy even in his thoughts. After single-handedly saving Earth -again- he was ready for a long period of lying the hell down.
“And no more freakin' aliens.”
Just then, a white-hot plasmatic blast punched through the hull of his cruiser. Klaxons flared, warning lights flashed, and static filled his monitors. He flipped on his comm.
“Hey, anybody out there? I got a little probl...” Duke started.
“Mayday! Mayday!” the radio replied. “Los Angeles is under attack! There are aliens everywhere, and they've mutated the LAPD. Is anyone there? We need help!--”. The transmission went silent.
"Great," Duke grumbled as his careening ship missed a skyscraper. "What's the problem with all these aliens attacking Earth anyway? How many alien races have to get their asses kicked?"
Duke slammed his fist into the waiting eject button.
"I guess one more."
So, this is an extensive mod of Star Beast by electricgryphon.
It adds ammo, music, and changes almost everything to be Duke Nukem themed.
What I have to say - just have fun! Because of Pico-8 limits the Doom-style original can't be recreated.
(CC) 2017 Adrian Makes Games. Original by electricgryphon.
Duke Nukem is (C) 1996 3D Realms.




Changelog:
- Death Animation works
- reworked the bullet physics for player and enemies
- new color for enemy bullets
- redone sounds
- fixed spawning in wall (for now)
Hey guys, I just got Pico-8 recently through the Humble Bundle and started coding my first game in it.
It's supposed to be a clone of the old Berzerk game for the Atari 2600

This is a prototype of a game about living on a small island. I don't know yet what the game-play will be. I have a lot of ideas in my head. I want to keep it simple.
UPDATE 0.15:
- gates between levels
- buttons to push
- code stripped of unused features/sprites
- bug fixes
- still no game play
update 0.14:
- message system
- text intro to game
- text in gates
UPDATE 0.11:
- real map in intro background (w/ sfx and gfx effects)
- added sfx for insects
UPDATE 0.11:
- environment sound effects (sea, wind)
UPDATE 0.10:
- second map (4 screens)
- ladders to move between maps
UPDATE 0.09:
- third map (4 screens)
- hearths particle






0.9
Lots of updates. Too many to mention. Alot of changes are untested, hopefully this is all working. Please let me know if you have issues.
0.8.e
fixed end game crash (more missions coming)
player can hold only 3 items/potions
flip enemy and player for direction facing
bloody enemy deaths persistent on map
lots of new sfx added
(known bugs to fix for 0.9 release)
player sprite flipping doesnt pay attention to actions performed on adjacent tiles (such as attacking an enemy)
enemies can traverse through closed doors
draw order can be incorrect when alive enemy is standing on a dead enemy
player sometimes attacks dead enemies when alive enemy is standing on top.


Hey all, I'm generating random Pacman maps for my Tiny TV Jam game. So far, I have what are called "perfect" mazes being generated, using a common algorithm similar to recursive backtracker. The problem is that a "perfect" maze is one with a start, an end, and only 1 path from start to end.
Pacman mazes aren't designed in such a way, as they are what are called "fully braided" mazes - they have zero dead ends, so all corridors are interconnected. I've done a little research into how a fully braided maze might be generated, and unfortunately there don't seem to be any actual algorithms for doing this. I have only found people who have asked about how to do it, but no real clear answers, only hints about how one might go about doing it.
The best suggestion I found was to generate a normal "perfect" maze, as I am doing now, and then making a "walker" that goes through the maze once it's generated, looks for dead ends (an open tile that's only connected to 1 other open tile), and then removes them either by deleting a wall to connect it to another corridor (if possible), or if not possible to connect it to another corridor, PLACE a wall to fill in the dead end. Then have it repeat walking through again until it's covered all open tiles and verifies all the dead ends are removed.
The problem is that this all sounds a little bit over my head. I have no idea how to go about doing this. I know that the game will not be playable if there are dead ends in the map, because the AI will inevitably get you at the dead end, so it would make the game impossible. Here's my map generator (press Z to generate new maps; orange tiles are walls, purple are paths):





Miracle house is an action game.
The object of the game is to beat all enemies with uncs.
Control
Arrow key... move
[Z]... use an unc
Bonus Item
Apple.... adds 5 uncs
Orange... 30 pts.
Banana... 50 pts.
Clock.... all enemies stops
Phial... invincibility
Heart... adds 1 pw
Have fun!
