Added a lot to the game, including multiple levels, a second tileset, larger maps, and a prep screen. Next I'll (finally) add enemy AI, and a few story bits.
I started playing Fire Emblem Heroes and have become hooked on the game's simple yet addictive gameplay. So naturally I tried turning it into a pico 8 cart.
This was also a great opportunity to test saving sprites as data strings, and converting them in real time to increase the number of sprites I can have in the game.
This is still very much a work in progress, so let me know what you think of it so far.

Robot Uprising is a Tower Defense style strategy game. Protect the last human base from the attacking robots by placing ground traps or weapon towers.
Accrue metal by destroying robots, or using Metal ground traps. Metal is precious, spend it wisely on your defences... or be personally responsible for the extinction of the human race.
This is a work in progress. Currently the first 8 levels are designed. Another enemy robot type, and hopefully a few
Update:
- when you die, you continue from the current level rather than having to restart from the beginning.
NOT A GAME
Algorithmic Botanic, showing how the sunflower florets sprout. It's called the Phyllotaxis.
Press Left and Right to change the florets' size, Up and Down to mess around with the algorithm. It's a really beautiful thing.
When the algorithm is the "right" one, an exclamation mark show up at the top.
Hey everybody! I'm new to Pico-8 dev, so for a quick project to learn the ropes I threw together a class that lets you program your button-based logic with an event handler, rather than by polling. It probably sucks because it could potentially do a lot of polling, and I used a closure instead of setmetadata to implement the OO (I'm new to both Pico-8 and Lua) but I figured I'd throw it up here in case it could benefit someone.
Here are the features:
- Notifies on button pressed, passing the button number and player number
- Notifies on button released, passing the button number, player number, and total frames the button was pressed
- Can retrieve the current number of frames a button has been pressed at any time
- Number of players can be specified on instantiation, so that only buttons for valid players are polled
Hi all, I've published the first installment of my visual novel "My Guild Leader Is A Demon", which has a soundtrack made mostly in the Pico-8 tracker (a few bits are NES chiptunes I had made before I began this project). You can download the executable for Win/Lin/Mac or watch it as a youtube video: https://0xabad1dea.itch.io/mgliad1
I have the .p8's (and some others I've done) stored at https://github.com/0xabad1dea/0xabad1dea.github.com/tree/master/pico8 if you want to play/inspect them, however, please note that only "tutorial", "raindrops", "castleruins" and "wistful" are allowed to be reused/remixed under cc attribution.

A basic implementation of Conway's Game of Life. A zero player game which simulates the life of a cell with very basic rules.
https://en.wikipedia.org/wiki/Conway's_Game_of_Life
Any live cell with fewer than two live neighbours dies, as if caused by underpopulation.
Any live cell with two or three live neighbours lives on to the next generation.
Any live cell with more than three live neighbours dies, as if by overpopulation.
Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
just a little game I came up with. should be suitable for children :)
updated: a few nitpicks
edit: "Meow Mix" music converted thanks to kittenm4ster! too good not to be true ;)
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Corrected a comment in the code...
This is a little project I made in an afternoon.
It's a music player.
It plays music.
It is a bit special in that metadata like the name of songs, and their starting pattern can be coded into the gfx sector of the cart (in other words: you can program metadata in with colors!), but other than that, it's just a music player.
But checkout the gfx sector of this cart, it'll blow your mind!

I have taken my most recent Pico-8 game Kid Bludd, stripped it down to the essentials, and I am releasing it as a kind of Platforming Game Starter Kit.
I removed all logic that isn't game agnostic, so it is hopefully a good starting point for pretty much any platformer.
It's not super complicated, but does a lot of stuff I see many games not doing, which I consider table stakes for a platformer that feel good.





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