My first PICO-8 game (and first complete solo dev game) - a bit of a crossover between pong and breakout. Use the arrow keys to rotate the paddles clockwise or counterclockwise, and keep the ball within the play area for as long as you can. Be warned, the longer you can keep the ball contained, the more smaller your paddles get!
This was quite the learning experience for me, and I know there are several things that could be improved. Suggestions and constructive criticism welcome!
*Special thanks to my wife Rebekah, who wrote the original tune featured in the game and provided support as well as her own creative input.

WiP Document 18.12
Planned procedure:
• Monday
o Morning: Game idea and pitch planned out
o 11am – 4pm: Making the game
o 4pm: Having a playable MVP
• Tuesday
o Working on the game
o Preparing a prototype for presentation
• Wednesday
o Morning: Prototype presentation in front of other groups
o Rest of day: Work on game
• Thursday
o Morning: last polishes
o Afternoon: Last presentation in front of other groups
Game Pitch:
• Random twitter game idea: hilariously buggy bullethell about confused politicians
• Bullet hell
o Top down
o Highscore game
• Player is trump
o Shooting tweets
• Different enemys
o Shoot projectiles
o “Fake” News reporter
o Mexicans
o North korean
o Etc
• Power Ups
o Oranges
o Wall
o “Pussygate”
Work
Artist
-
Added
- Sprites
- Trump
- News Reporters, Mexicans, North Koreans
- Twitter Icon
- Hostile projectiles
- Sprites
-
Changed
- n/a
- Removed
- n/a
Programming
- Movement for Trump
- Trump being able to shoot Tweets
- adding a TextBox that displays chosen Tweets
Edit1:
WiP Document 19.12.
Artist
- Added
o Sprites for walking News Reporters, Mexicans and North Koreans
o First powerup: Oranges
o Second powerup: “The Cat”
o Sprites for teleporting Mexican
o “Obamacare” – Doctor
o Tiles for background
o Multiple Sounds (all likely to be changed)
- Remade
o The “Bomb” - Sprite
o The “Question” – Sprite
o North Korean man
o Mexican man
o News Reporter 1
o News Reporter 2
- Removed
o Upward Tweet
o Downward Tweet
Programming
- Animations for Enemies
- Enemy AI
Edit2
WiP Document 20.12
- Artist
o Added
„Crushed Tomato“ Sprite
„Crushed Taco“ Sprite
“North Korean planting a bomb” Sprites
“North Korean dying due to bomb explosion” Sprites
Title Screen
“Game Over” Screen
“Evil Box” Sprite
o Changed
n/a
o Removed
“North Korean getting blasted away by bomb explosion” Sprites
- Programming
- Animations for Enemies (followup)
- Enemy AI (followup)
- Enemy spawns
- Hitboxes
- HP-/Scoredisplay
- Particles
- Screenshake
- implementing soundeffects and music
Edit3
WiP Document 21.12
Artist:
- Added
- Sounds
- Taco hitting the grounbd
- Tomato hitting the ground
- Mexican taking off
- Sounds
-
Changed
- Sounds
- Bombexplosion
- Sounds
- Removed
- Sounds
- Rage Mode
- Sounds
Programmming
- implementing soundeffects and music
- Titlescreen
- Gameoverscreen
- removed Ingame-Scoreboard
- minor changes to spawnrates
Edit4
Current state of the game
Enjoy!!!

Hello people, we're working on a game jam in school and were supposed to find inspiration from the twitter bot "your next game". Also it's supposed to be an arcade game, so only one screen but you can still get a lot out of it. We decided to go with a survival game about a pirate and stressed out vets who later became zombies in our game.
In "ARRR Cade!" you play as Captain Cade whose ship is being boarded by zombie pirates. Now you are supposed to make it up by yourself while your crew above is throwing barrels and chests for you to climb up.
Early stacking process:
.:UPDATE:.
Made an immense change for the background and gave every asset a bit more depth.

Beat 'em Up
Sprocket is about a steampunk freedom fighter who wants the world peace.
Your task as the freedom fighter is it to slay the dragons.
The game is in working progress and the release will be on 21st December 2017.
Updates will follow as well as the first playable version.
School of Games (Cologne) – Game Jam | 18.12.2017 – 21.12.2017
• Random groups out of 2
• Normally 1 Programmer and 1 Artist
-> Henry & Julia
Planned procedure:
Monday
- Morning: Game idea and pitch planned out
- 11am – 4pm: Making the game
- 4pm: Having a playable MVP
• v1.0.0 - jump; collision; movement; player move animation; added sprites and map
• v1.0.1 - sprites for player move animation; map sprites; enemy sprites; level design
• v1.0.2 - added jump; melee animation; add melee
Tuesday
- Working on the game
- Preparing a prototype for presentation
• v1.1.0 - edit map; add enemy; hitbox with enemy; kill an enemy; health; flipped animated sprites; more player attack sprites; player gets hitted (player feedback)
Wednesday
- Morning: Prototype presentation in front of other groups
- Rest of day: Work on game
• v1.1.1 - animated background clouds; edit map
• v1.1.2 - added sprite death screen; add score; add gameover screen; add one more enemy which following player; add more player feedbacks (blood; dust; smoke; water; screen shake; hit an enemy)
Thursday
- Morning: last polishes
- Afternoon: last presentation in front of other groups
• v1.1.3 - add music; add sound; add menu screen; add sprites for menu screen; add healthbar; add one more enemy; edit gameover screen


Hack and Slay
Mutiny is about a pirate crew which wants to overthrow their captain.
Your task as a captain is it to plead the boat and to beat the hell out of the crew.
The game is in working progress and the release will be on 21st December 2017.
Updates will follow as well as the first playable version.
School of Games (Cologne) – Game Jam | 18.12.2017 – 21.12.2017
• Random groups out of 2
• Normally 1 Programmer and 1 Artist
-> Fethi & Dominique
Planned procedure:
Monday
- Morning: Game idea and pitch planned out
- 11am – 4pm: Making the game
- 4pm: Having a playable MVP
• preliminary map and sprites created
• added game control
• randomly spawned the opponents
Tuesday
- Working on the game
- Preparing a prototype for presentation
• developed AI for the opponents
• collision between player and opponent included
• first playable prototypes completed
Wednesday
- Morning: Prototype presentation in front of other groups
- Rest of day: Work on game
• map and the sprites revised and integrated
• shark feature and sounds added
• revised gameplay algorithms
• completed the second playable prototype
Thursday
- Morning: last polishes
- Afternoon: last presentation in front of other groups
• implemented UI logic
• fine grinding
• game finished


Hi i need some help with the camera i don`t know what i did wrong nut it seem like my camera dosen't follow my player
Any ideas ?
Thanks a lot
Charles,
function _init()
player = {}
x= 60
y = 60
player.x = 60
player.y = 60
cam_x =60
cam_y =60
player.s = 1
end
function _update()
if (btn(0)) then player.x=player.x-10 end
if (btn(1)) then player.x=player.x+10 end
if (btn(2)) then player.y=player.y-10 end
if (btn(3)) then player.y=player.y+10 end
end
function _draw()
map(cam_x,cam_y)
camera(cam_x,cam_y)
cls()
spr(player.s,player.x,player.y)
end

Welcome! Check out our progress in a 4-day gamejam
Hi, we're one game art student and one programming student trying to make the most awesome top-down, rogue-like in just 4 days. Please consider giving us critique as we're still learning!
The task...
is to create a game in PICO-8 with only one screen using a theme generated by this boi.
We got this:
Let's go.
Day 1
To-Do:
• Find out, what kind of game we want [✔]
• Think about MVP [✔]
• Create main mechanics [✔]
After some time of thinking we decided that our protagonist is supposed to be a painter fighting other art forms (music, theatre, sculpting).
Day 2 & 3
To-Do:
Code main gameplay ...[✔]
• running
• attack
• dash
• ability to kill enemys
• heart & shield pickup
• win & lose condition
• add randomly generated particles to attack
• enemy AI
• wave-system
• combat system (breakout character sprite)
Draw character sprites... [✔]
• main character movement
• main character dash
• enemy movement
• weapon sprites
• background sprites
+ Testing [✔]
• collision problems
• balancing problems
Day 4
To-Do:
create music & sfx ...[✔]
implement missing background sprites & sounds[✔]
present[✔]
DONE!!
...Additional words for those who are interested...
Luckily we had little to no issues while creating this game (except some for aesthetic stuff regarding the particles spawning when attacking), as we both were highly motivated and energetic. Talking now, almost a month later we think we could've done better but all in all we're relatively confident about having made a fun game.
We hope y'all enjoy this little piece of work.
Play the Game!
-- Devs
Bene Kirchmeier & Hannah Rodenbüsch

A simple clicker game!
Rexflix is about a dinosaur who wants to watch every single series.
Your task is it to help him and get more and more watchtime to unlock
a lot of new tvs and shows to watch.
The game is in working progress and the release will be on 21st December 2017.
Updates will follow as well as the first playable version.
School of Games (Cologne) – Game Jam | 18.12.2017 – 21.12.2017
• Random groups out of 2
• Normally 1 Programmer and 1 Artist
-> Aaron & Nikolaj
Planned procedure:
Monday
- Morning: Game idea and pitch planned out
- 11am – 4pm: Making the game
- 4pm: Having a playable MVP
• planning
• first sprites
• ui design
• different sprites for the tvs
• import mouse cursor
• click function
• slightly balancing
Tuesday
- Working on the game
- Preparing a prototype for presentation
• working click
• unlock: new tvs; higher numbers of tvs; autoclicker
• autoclicker and shop
Wednesday
- Morning: Prototype presentation in front of other groups
- Rest of day: Work on game
• laser raptors
• sound modification
• numbers increase as you click
• bug fixing
Thursday
- Morning: last polishes
- Afternoon: last presentation in front of other groups
• balancing


2020 Update : Hello there.
After looking at people making stuff with subpixel lines, I challenged myself to improve that old favorite cart of mine to replace most of its drawing with those sleek lines.
I threw away a lot of things, namely the "math library" I used to have. Turns out that most of the CPU was caused by this and a less optimal management of variables and memory. Cutting down the useless code and the slower practices, I could shave off 10k chars, ~45% of CPU and leave enough CPU time to let the front lines be drawn with subpixel rendering and still take less CPU than the original version. Wow.
Leaving the old version and the old post here. See ya soon!

Well, it's that time of the year again!
(Last year's tree, this time with music thanks to gamax32's midi2pico)







2 comments





