HOW TO PLAY:
- Press Z to spawn a new wave.
-
Left click to build (you cannot build on the on the enemy path)
Hi!
I am Daniel, aka MirroredFate.
I am a student at the School of Games and we did a prototyping week the last week before christmas.
We had some restrictions:
- Topic was random
- Only allowed to have a one-screen game
A group consisted of 2 students.
1 Game-Programmer and 1 Game-Artists.
Some groups had 2 Game-Artists because we have more Game-Artists than Programmers.
Our Topic was "a tower defense game about irresponsible web-developer. "
So we thought of a tower defense game, where you build bugs to prevent the web-developer from finishing their website.
Development:
Since we only had 4 Days to work on it and I did a lot of mistakes regarding the organisation, the game is truly WIP. It took me one day to get the web-developer AI working, because I wanted them to move in a certain direction while being on a specific sprite. But that didnt work out as intended, since they started to move through walls because the pivot point of the sprite was on the top-left corner. So we added a Step counter to it, so that the web-developer actually waits until he is in the middle of a sprite to move.
But as i said before it took me one day. In the meantime my Artist was almost done with all the graphics.
Oh and it took me another day to write the Bug/Tower AI.
But yeah, after both AIs were kind of finished, I started to write some wave-spawning mechanics. And worked more on the UI.
So yeah, after 4 days of work, here is what we did. I hope you like it :D
(oh and if you want to get some money, press x. I forgot to remove it, it was just there for testing purposes.)

Hello, completion. Barring any important stuff that slipped my mind, this is finished. Randomization is less linear and for people who struggle to find their ball, pressing the X key outlines it with your player number above. I'm proud of this.
The first version of randomized courses is in. The issue I have with this iteration is that it doesn't FEEL random enough, and while I certainly have ideas to fix it, I don't have the time quite yet. How it's done is a bit of a workaround, but it works.
A Viking Rampage!
I first developed this game for Ludum Dare 34 in Unity, but I decided to recreate it on Pico-8 as a learning exercise and because I was never happy with the art in the original.
Z/C to attack
X/V to use your shield. This does not protect you from running into the enemies, only from their projectiles.









Happy New Year all!
Please excuse my ignorance and do stop me if this has all been done before.
I'm thinking of bringing together a large collaborative game for Pico-8, based on the concept used in Lazy Jones for the C64:
https://www.c64-wiki.com/wiki/Lazy_Jones
https://www.youtube.com/watch?v=Y7DyoDJCqac
Basically Lazy Jones was the first example I know of, of a game that features lots of minigames (18 I think). In Lazy Jones, you walk round a hotel avoiding enemies etc, and opening doors, and behind each door is a timed minigame. The aim of the game was to play all of the games and get the highest total score.
I wouldn't be looking to replicate Lazy Jones exactly, rather it would use the same general idea - an overarching "meta" game with as many minigames as possible. Naturally I'd be looking for the different games to come from you guys!
Done on the C64 this was quite the technical feat, but done on the Pico-8 with all the Tweetjam skillz I've seen on here, this could be awesome. We only have half as much RAM available, but a lot of the C64 code would have been hardware stuff that is handled automatically by the Pico-8, so maybe a fairly level playing field?
In order to try to get as many games as possible we'd have to impose a few restrictions (yay!):
> Maybe some kind of token/char limit - we'd need to strike the right balance between number of games and the scope of those games.
> Each game has some kind of final score and some kind of timer/lives system, to feed into the "meta" score.
> Screen space restrictions, to allow for general HUD stuff etc.
> Light on sprites and SFX usage - maybe share assets between games or come up with a master asset list for all games and try to optimise?
> Global music same for all games, maybe each game can decide to play it or not.
Obviously this is all very early ideas, and I'd very much welcome feedback - and as much help as possible - in shaping the final thing!
Let me know what you think :)
Neil




Controls
Z to start. Arrows move the junk bin.
Commentary
I love the idea of seabinproject.com. Came across it a while ago and although it might be a case of directing resources at the symptom rather than the disease, I have to admire such a simple idea that seems to work so well. (I did take a little bit of artistic liberty in not requiring it be tied down to a specific point by its electric cable, but a free-floating one of these isn't totally fantastical in fairness.)
I have been working on another game and it's not going to happen today, probably not even this week, despite being simple enough in theory. A lot of learning in this other one, and I'm sick, so I decided to 'give myself a break' and 'only' crunch out something small in a few hours.
Enjoy simulating something that would help the world as you play this game! It's rare enough in games, really, but we all need our escapes as well.
(Comments will actually notify me on itch.io, but not here, so I might be slower to respond to comments here, but I love to hear what people think of my games.)
itch.io page: here.
Grab a friend/family-member/stranger, two controllers and it's time to play Just Hit The Ball!
A very simple 2D volley game, kindof!
Finished in time for the last end-of-the-year celebration! (except for the third of the planet that's already in 2018, oops)
I got my grandma to play it, which was unexpected, so I can assert that this game is For The Whole Family!

[b][i][u]Please consider supporting me on Patreon! Thank you!

I think I'm good letting this be done now.
New version heaps on a bit more polish and changed up how charge generates a bit. Now it's slower but gives charge for shooting enemies. I played to the point of the game not being able to keep up, which came much sooner than I thought it would, unfortunately.

* a e s t h e t i c s *
Updated Version with Simon Hutchinson's music!
hit me up on twitter!
This is an experiment that I've made with simple 3D and a 3D simplex noise function!




Hi guys, I just discoved a website called indiexpo. It has a nice area called Console. Downloading the indiepad app (still only for android) you will turn your smartphone in a gamepad and can play your pico-8 game using the PC like monitor.
The nice thing is that it's very easy and fast upload a game there and enable the "indiepad feature".
No plugin, no code, no script. When you're creating your page, you have to check "indiepad" and select the keys used in your game.
Very easy and fast.

I already played several games made with pico-8 on it (Find Gold and Kelin). They works very good.
They want to create also an app for Chromecast to play the games there.
I wanted to see if I could implement a generic flood fill that's fast enough for live use. This probably isn't it; it's fast enough for the demo but maybe not for a quick-moving game, and misses some edge cases. Plus it eats a lot of memory. It was fun to write, though! And it doesn't recurse, it just builds a queue in memory and iterates through it.
How to play with the demo:
- x and z to cycle through the vertices
- arrow keys to move the highlighted vertex
There are two fills happening here; the dark red from the bright red point, and the dark blue from (0, 0). (There's also a white rectangle behind the whole thing, which you'll notice if you move the shape around in a way that keeps the fills from reaching everything.)
I learned how to do the memory stuff from krajzeg's excruciatingly cool lighting engine, which is written up here if you haven't had the pleasure: https://hackernoon.com/pico-8-lighting-part-1-thin-dark-line-8ea15d21fed7
I'm making myself knock it off and go to bed before I solve those last couple of edge cases, but if this is useful to you as-is, please use it! Note that it helps itself to all of the user-defined memory space by default; you can limit it by changing the constants queue_start and queue_size (immediately above the floodfill function), but could in theory run into trouble if you set it very small and try to fill a very weird shape. (I haven't actually done the math on what it would require.)