Quick thing I banged out for #7DRL, sadly in the same week my own dog died. Guide the roguelike dog through the rooms and floors of this dungeon, which get ever more dangerous each floor. How far can you make it?
The main actors are:
Dogue: Move with arrow keys, in rogue-like fashion. Wait as long as you like between moves.
Skeletons: Creep up to you and damage you if you're next to them. Move into them to kill them.
Meat: Pick up to replenish moves. You only have so many before you die of exhaustion!
Hearts: Pick up to replenish lives. You need these for when skeletons attack!
It's that simple. Hope you enjoy!
I won't be mad if you mute the music, I spent about 10 minutes on it.
If something is SUPER bothersome about this game, a response is more likely on the itch.io page as BBS doesn't notify me of replies.
itch.io page: here.
Made in under seven days for the 7DRL (Seven day Rogue-like) Challenge.
Dungeon Penetrator is a Pico-8 remake of a game I made in 2013. This was made in between 8-12 hours and is my first go and making a Pico-8 game or using Lua.
Those excuse out of the way these are the outstanding issues with the game.
There's no procedural generation
No sound
The NPCs had to be removed because I was getting weird errors.
Therefore there's no way to die
Maps don't reset when you've finished the game.
Code here; https://github.com/GlenMcNamee/pico8/blob/master/dungeon.p8
ZEPTON is a 2d voxel shmup by REZ.
mission
You have to survive as long as possible to an always increasing number of enemies.
« GOOD LUCK »
how to play
on title screen, use Z/X, C/V or N/M to start a new game.
to pause game and access option menu, press P or return.
key control:
→ arrows: move your spaceship (you can invert y-axis in the pause menu)
→ Z/C/N: launch missile (if the target "lock" is red, the missile will go automatically on it)
→ X/V/M: fire bullets (your bullets will hit something if the target is red)

Here's a game I've been working on for quite a while. I would not consider it to be finished but it seems that I have more or less hit the token limit so I decided to upload it as is while I try to optimize my code and add more content.
Includes :
A massive world built for your enjoyment to explore!
An upgradeable sword, armor and helmet!
3 unique items to aid you through your adventure!
(2 not so unique items that you'll find everywhere)
3 types of ennemies (Or 5 if you include variants!)
Caves!
Dungeons!
Villages!
Missing :
Some music and sound effects.
An end.

I'm trying to export sound but for some reason it doesn't seem to work. I type "export blah.wav" which does nothing but print "blah.wav was exported". I can also type "export junk" which will print "exported junk". What's odd is that I can export pico8 to .html and the spritesheet, just not the sound. The closest I've gotten to exporting the sound is opening the .p8 file to see the hexadecimal code for the sound. I've had both the music editor and the sound editor open while trying to export. Is there something I'm doing wrong?

Do you remember, or at least know about when home computing just began, and you had to pull your games out of a magazine? In the late 1970s, Games on cartridges or floppy disks were very uncommon, so the easiest way to play games at home were to program them yourself. You could order magazines that had pages of code to hand copy. The only downside to this delivery method was that it took a long time to type up depending on the game, and the games themselves had to be restricted in code size so that it wouldn't take longer than an hour to program a game by hand.
In this Jam, I would like to challenge the Pico-8 community to make a functional and entertaining game with the following restrictions:
- Under 100 lines of code
- 10 sprites or less
- 5 or fewer song patterns with less than 10 loops
- If a map is used, it must be 16x16 sprite spaces or less. (A sprite space is 8x8 pixels)
Other Rules:
- You must keep your code clean, that means no more than 2 commands/statements and under 180 characters per line
- comment commands (--comment) should only be used to describe a block of text. Remember that --comments count as lines.
- Just remember, anyone should be able to read the code, type it in manually, create the sprites, and the music in under an hour.
Those are the rules. Submit games on the Jam BBS with the hashtag #MagazineJam in the description or the title somewhere. I'll pick ones that I like and add them to my doc (magazine) of games with the code listed. And yes I will be crediting everyone who entered the jam and got a spot in the "magazine".
Here is the Google Doc (click here) I'm using for the jam.

Here's a demo cart about how the map is built in Spaceman 8. Corner etc. tiles are picked depending on the placement of tiles.
Some words about it: http://kometbomb.net/2017/03/10/how-levels-are-generated-in-spaceman-8/
Here's a demo cart using the algorithm we used in Spaceman 8.
Some words about it: http://kometbomb.net/2017/03/10/how-levels-are-generated-in-spaceman-8/
Background:
You're a monster. you have been eating humans for decades but they rarely come into your cave anymore nowadays.
It is time to get out and feast again!
Unfortunately, your only source of light is an unmovable glowing crystal at the center of your cave. Still you can draw a map of your exploration when you are near it.
But be careful, you're not that intelligent, and you can't remember where all the walls (especially noncontiguous ones) you found were if you venture too long far from the light and update your map.
One last thing, visiting humans -preys- may have left potions in the dark. But what are their effects?
About the game:
Procedural generation of the cave and potions. Size of the cave and size of the tunnels inside the cave depend on difficulty.
You can only update and look at the map when you are near the light. No time limit, no health, no score. Just find the exit !
Insects/small animals are just for fun, no effects on the game (for now).
Made for possible submission to Horror Funhouse Jam 2017.
Instructions:
Arrows: move (cave) / scroll (map)
Z: drink potion (cave)
X: switch potions or check map (near light) or back to cave (map)
Update:
- new crappy artwork. I guess I should ask my 4 years old daughter to design the monster, it would sure be better,
- corrected typos,
- new map colors.
My first game in Pico 8.
PRESS Z to Start! :D
Profesor Rossa was an educational TV Program
in Chile. From the 80's and 90's.
The main chars were
Profesor Rossa
Don Carter
and Guru Guru
They used VHS tapes to see different videos
about animals and wild life.
In this game you have to avoid dangerous lava
and retrieve VHS tapes.
A life every 500 points (and a little faster gameplay)
You can have the source code here :)
https://github.com/NinjasCL/rossa

Art by: 9tk (https://www.lexaloffle.com/bbs/?uid=23566)
Code by: mhughson (https://www.lexaloffle.com/bbs/?uid=15406)
Sound by: gruber music (https://twitter.com/gruber_music)









Update 15.03.2017:
- created itch.io page with gamepad support: https://sascha217.itch.io/smb
Update 12.03.2017:
- added one more level
- added new sound effects(thx to nico gueguen)
Is probably more a demake than a remake.
So far:
- 5 Levels
- all powerups
- 7 different enemy types
- moving platforms
- pipes
- simplified physics, due to token limit
- removed 'running across narrow pits', due to token limit
Do not know if cartridges is the correct category, but since I reached the token limit, this is almost finished.
Compressed code size is ~12kb, so I will probably add 4 more levels and hopefully some missing sound effects.
token limit is annoying, because the whole map memory is free and could be used for intro screens or more levels.
Here is the uncompessed source code:
https://mega.nz/#!fAkDnaYS!R6mrADTTTBr1_0QiZ7Uzg32CG4DnPwwVZhBMs4_fXa0
Can not be stored in pico-8, because it brokes the strings






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