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In Fathom your mission is to penetrate the enemies secret lair buried deep inside a volcano and retrieve the stolen plans. Collect USB drives of enemy plans for bonus points on each level.

Your agent is armed with only his glide suit and his wits in this hardcore platformer.

Arrow Keys or D-PAD to move.
Z or B button to Jump - press again to glide slowly.
While gliding, press X or the A button to boost briefly upwards.

Get to the bottom of each level to get to the next.

Good luck! Feedback welcome.

Cart #38953 | 2017-04-01 | Code ▽ | Embed ▽ | No License
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Cart #38234 | 2017-03-14 | Code ▽ | Embed ▽ | No License

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Cart #38232 | 2017-03-14 | Code ▽ | Embed ▽ | No License
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The Falling Sand game has been around a long time, but I didn't see a Pico-8 port.

The reason for that is: it's really hard to get a decent-sized grid to run at full speed on the Pico. This implementation runs a little slower than 15FPS (when running the simulation) on my machine, so it isn't quite as smooth as I'd like, but still pretty playable. In the future, I'd love to post a faster version, but I've hit a bit of a wall with the Lua optimizations I'm already aware of.

If you're not familiar with Falling Sand, the basic idea is that you're simulating a bunch of elements in a grid, where different elements react in different ways - oil floats on water, fire burns wood, plants grow when watered, and so on. It's fun to play around and build things, but there's no goals or progression, really.

Have fun!

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Cart #38228 | 2017-03-14 | Code ▽ | Embed ▽ | No License

Hey there! This is my March lab day project. It was a lot of fun to work with PICO-8. The limitations proved to be a fun challenge.

Arrows to move the cursor
Z to select
X to go back

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Cart #40164 | 2017-05-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My entry for #resistjam! It's 90% done, boss AI doesn't work yet though so he just stands there.

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Hi folks

Im new to Pico-8, but have been playing with the raspberry pi for a while.

My latest project has a pi zero, screen, battery, and some basic controls all smushed together as small as possible. I spent an hour the other day playing with pico-8 on it, and i can say, im hooked!!

shameless plug

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Cart #38217 | 2017-03-13 | Code ▽ | Embed ▽ | No License

Actually finished block stacking, made spacehsip tiles

Cart #38206 | 2017-03-13 | Code ▽ | Embed ▽ | No License

Finished block stacking.

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Cart #38198 | 2017-03-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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.

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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

Cart #38196 | 2017-03-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Just a calm leaf simulator to watch and enjoy :)
Feel free to take a peek at the code and use bits for your own projects.

Cart #38187 | 2017-03-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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by rez
Cart #41436 | 2017-06-09 | Code ▽ | Embed ▽ | No License
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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)

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Made during the first Grand Circus PICO-8 Game Jam in Detroit, MI.

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Cart #38165 | 2017-03-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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.

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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.

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Cart #38143 | 2017-03-11 | Code ▽ | Embed ▽ | No License
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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/

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Cart #38134 | 2017-03-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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/

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