A fast paced endless runner with the use of only one button.

This time you have to master jumping and jetpacking trough endless obstacles coming your way. How long can you survive?
If you managed to get 4 coins(5X combo) without touching the ground you get a shield, this will be vital for your survival!
Be careful with the grey coins, they will break your combo and send you down to ground!
Controls
Any button: Arrow keys/Z/X
- Hold to charge your jump and release to jump.
- In air: Hold the button to use your jetpack
Good luck and stay Awesome!
/Elastiskalinjen
-Update 1.2-
- Limit that camera shake
- New character sprite
- Better startscreen
- Better slowmo effect
- Fixing bugs
-Update 1.1-
-Saving should now work(hopefully, new to this)
[i]-Camera shake implemented(why not)



Controls:
Arrows move the cursor (which automatically select the closest lepicon)
Z changes the action (bar on the bottom)
X applies the action to the selected lepicon
The game is very simple, take your Lepicons to the other portal using them as tools (the different actions on the bottom).
I've been working on this game for this month (during my free time) for my One Game a Month entry. I hope I can keep it up this year and it's my first project on PICO-8 (by which I'm falling in love).
I tried to make a game of how I remember the classic Lemmings to be like, I don't want to go check how the original game actually worked, I want to do it using only my sweet (and maybe distorted) memories as guides.










Hey everyone, I've been playing with Pico-8 for a few weeks now and loving it. Now I come with suggestions that I hope get some attention for future updates.
I'd like a tool to move sprites in the map and on the sprite sheet, rather than having to use the stamp/copypaste.
More importantly, I'd also like to preview animation in the view window. In my opinion, animating is kind of a hassle when you have to write a bunch of code just to view it.
Last but not least, a few more colors! Even the Nintendo had 25. Perhaps Pico-8 could retain a 16-color palette, but provide a larger selection that we could swap colors from.
Thanks for you time, everyone!

This is my first game using Pico-8. I focused on making the game with as many features and functionality. I hope to continue to improve on it in the future.
Commands:
Up Button: Hard Drop Tetris
Down Button: Soft Drop Tetris
X Button: Rotate Tetris
O Button: Save Tetris
Features:
- Choose starting speed in title menu (1-8)
- Score tracking
- Score multiplier for multiple lines (Bonus for a Tetris)
- High Score saved on title screen
- T-Spin is posible
- Rotate Tetris to stall fall
- Tetris pieces are color coded
- Upcoming 3 tetris piece color shown on right side of the screen
- Saved Tetris piece color shown on the right of the screen


It's a Tiny Crane!
It's not exactly a game, it's more of a demo. It's a small Tower of Hanoi puzzle solver.
- To turn on/off the screen press the TAB key.
- To change the amount of discs on the initial tower press the UP / DOWN keys.
- To follow each step to solve the puzzle press the LEFT / RIGHT keys.
I know I'm a bit late to the Tiny-TV Jam but I still wanted to share it with you guys. Better late than never I guess. I'm really pleased with how it turned out, this is my first game jam, I hope you guys like it :D
Cheers!
Norberto


I'm trying to animate a bullet going from one place to another. First I get the angle from the source to the destination by doing
local angle = atan2(startx - endx, starty - endy) |
then I move the bullet from the source to the destination by using that angle and incrementing the distance from the source
bulletx = startx + dist * cos(angle) bullety = starty + dist * sin(angle) |
but the angle is all messed up - the bullet goes in completely the wrong direction.
As far as I can tell the units of atan2, sin and cos are the same so I don't think converting between radians and degrees is the problem. I googled getting the angle between two points and getting a position from an angle but every example I found in other languages seemed consistent with what I'm doing...
Can anyone point out what I'm doing wrong?


I posted my first cart onto the BBS yesterday, it played fine on my PC but on my phone I get the following error: " CART FORMAT ERROR 1 " followed by, "STAND BY" and finally "TIMEOUT :(". Any other cart works fine on both so it's just my own at fault, am I missing something in my code or did I just upload it wrong? Thanks in advance for any help
Recently I've worked on 2 little libraries. However, I'm not sure how I feel about the token count in these cases and I'd love to discuss that with the community.
Libraries can provide a piece of functionality that they would have otherwise programmed themselves. Someone creates a library and other people can use it in their games.
But unfortunately I feel like it's simply not worth it to ever use a library with Pico-8. Why? Because of the token count.
In pretty much every instance you're better off writing a piece of code yourself then using someone else's library. You may not need specific features from a library but using this library will still cost you those tokens.
What are your thoughts about this? Would you use a library? Or maybe you have a smart idea of dealing with this limitation.




Hi!
This is my second pico8 game, made for Global Game Jam. This time I had help from proper artist.
It's a silly steamboat simulator. A mix of Hemingway's "Old Man and the See" with "Tony Hawk Pro Skater". Boat rotates with arrow keys and (de)accelerates with X/Z, but only in water. Try to land the gnarliest tricks and score lots of points!

My first game and post on the PICO-8 BBS! And it's a late entry for my first game jam! It might not get judged, but I had fun making this game over the week :)
It's a Space Invaders clone, controls are in-game.
POST MORTEM?:
- When reading ambiguous times, err on the earlier date.
- Plan carefully! The annoying sound bug when rebounding off the left wall was due to an unchecked error earlier on.
- Time management was an issue: I had more things going on this week than I expected, and most time I did have I spent trying to correct the sound bug, working on enemy AI and procrastinating.
I had some other game ideas that didn't pan out, like a puzzle game that relied on rotating the TV to find clues, which I might revisit some other time.



