Beautiful! This edutainment game will teach you about the world of cryptocurrency trading.
Inhabit the persona of any of seven different moguls -- six colorful animal mascots who just made their own ICO, and Zaurg, an everyman who just wants to strike it rich with his retirement fund. Choose one and receive constant informative commentary from the other six. Sometimes only the other five -- Zaurg doesn't comment much. Seethe as they jeer at you and relish their downfall.
This game has two end states. If you get one, why not try for the other one?
Different trading strategies will affect the game outcome. The coin prices follow a standard model for stock prices, augmented with additional rules to capture cryptocurrency market behavior and adjust the difficulty. (For minimal cheating on the part of the game, play as Zaurg.) In addition, NPC commentary is influenced by your trading strategy, and one end state can only be reached by an entire day of optimal trading.
The soundtrack consists of five tunes including a chorale and a fugue. Not all tunes can be heard in every playthrough.
Made specifically for Zaurg's personal finance thread on SomethingAwful.
Music by Zekka -- art and text by Zekka and a dozen swans -- code by Zekka -- testing by Frank West.
(This is my first PICO-8 game, so sorry about the low production values!)

i'm trying to allow players to choose between two different versions of the same sprite without having both on the sprite sheet. at the same time, my game has a day/night cycle that modifies colors as seen in this gif:
i want to largely work out the how for myself, at least at first for the sake of learning, but first wanted to check that i'm not missing something:
is it possible to have both these per-sprite palette swaps and the day/night swaps just with appropriately placed pal calls, or would i need to do something a little more manual?
i'm aware of the difference between remap-on-draw and remap-on-display; also note that there's ui whose colors must not change with the time palette, which would seem to rule out using remap-on-display, unless i'm just missing something.
edit: just to clarify, please do not post full solutions. i'm okay with hints in the form of nudges in the right direction though.

(The Post-Jam version has the score continually decrease, encouraging frequent sniffing! Aside from that it's identical.)
Sniff flowers! Blow bees away! Don't sniff bees!
This is a game I made in 24 hours for WPI's "Take a Breather" Jam. The theme was "A Good Sniff." All assets and code are my own work.
If you're interested in seeing more of my work, check out my Twitter: @Jusiv_

This is my first Pico-8 Cart published on the bbs!
I'm mostly happy with it and it works and probably wont break, so I'm marking it as finished.
You need to match 3 of each ingredient sown on the left of the screen. Avoid matching ingredients not shown on the recipe.
It is possible to pass each level perfectly. The first 5 levels for sure, the other levels might require a bit of luck ;-)
I wish I'd given myself a teensy bit more control over the random factors in the game. I wish I had a little more control over the pacing too. Resolving these the way I'd want would require a complete teardown of the code and I feel like I'm done with the game now. Time to take stock of what I've learned and move on to the next project!

I'm working on a top down dungeon game and I have my initial concept laid out, however I'm stuck on creating collision for it. My skill level is middle of the line, I can traverse a cheat sheet with ease and use the basic features. I use tiles in the map to create my rooms so I plan on using flags to create collision boxes for the tiles needed. Someone on the BBS told me to use the sample collision demo, it took me a while to reverse engineer and it certainly works, but the results mess with my games movement mechanics (actually creates acceleration when the original has set speeds) I'm looking for a solution or guide to make the process easier to understand, I have no prior coding experience outside of Pico-8 so I'm learning as I go. Thanks in advance!

***** Description **
Every night, it's the same dream; the world is overtaken by giant robots shooting each other. All you want to be is the lone punchy mech.
Use your human fists to punch them all out of the sky.
***** Releases ****
Version 0.15 notes:
-Made enemies
-Three types, machine gun, shotgun, five way shot
-Random Spawns
Version 0.13 notes:
-Added moving backgrounds
-changed bullet color again
My first Pico-8 game is a fact:) For me it's mostly about learning, make errors and correct them again.
1.1 Now with an endscreen after finishing the game. Also updated the title credits.
1.0 Survive 8 levels of jumping, shooting and collecting!
0.8 updates and fixes:
- elevators added
- keys added
- doors added
- keys open corresponding doors now
- rudimentary game over screen added with small music pattern
- Fixed: landing on elevator platforms
- Fixed: player on elevator no longer stutters a single pixel
- Fixed: player is pushed on elevator when bouncing against ceiling
0.6.6 updates and fixes:
- added little in-game music
- better sfx for exit opening
- random diamond coloring
- fixed: when player fell-jumped on enemy, he died again at respawn
0.6.5 updates and fixes:
- bullets hit at least the screen boundaries
- explosion added when baddy is hit
- somewhat better collision detection, not there yet!
- better sfx when baddy is hit
- baddies have different sprites now
0.6.3 updates and fixes:
- Player can fire bullets
- Bullets harm enemies
- stairs are working (aaaalmost!)
- added extra sfx
- some tileset changes
0.6.1 updates and fixed:
- added baddies!
- added better maptiles
- added leap of faith screenshake
- fixed exit collision
- fixed next level transition
- fixed collision detection with diamonds and baddies
0.6 updates and fixes:
- entry warps player to next level
- when falling dead 3 times, back to main menu
- the game now resets all variables for a new game
- one extra level added
0.4.2 updates and fixes:
- main menu added
- reset player lives when back to main menu
- music routine added to main menu
0.4 updates and fixes:
- added lives counter
- update routine from 30 to 60 fps
- level loading is easier now
- code is somewhat tidier now (but long way to go;))
0.3 updates and fixes:
- Diamonds can be drawn in the map editor
- Start position of player can be drawn in the map
- Game keeps track of number of picked up diamonds
- Open portal if all diamonds are picked up
- When player falls to big a distance, he falls to his doom
0.2 updates and fixes:
- Diamonds can now be picked up
- Score header in place
- shadowprint function added
- score is counted after a pickup
- minor tweaks to player movement
0.1.2 - updates and fixes:
- First idea for pickups. Should be diamonds, but they look pretty silly at the moment
- Sprite faces the right direction now.
- Tidied up the maptiles
- first attempt at a score panel
- corrected some tilemap flags

Run-Gun-Bot is on a top-secret mission and nobody can stop him. He'll rampage through a maze-like world filled with bad guys and hazards. Uncover the mysteries of his mission as you collect gun power-ups and coins.
Instructions:
- z = shoot active weapon, hold to stand your ground and shoot in-place
- x = jump
- duck + left/right = switch to the previous/next weapon (can also switch through the pause menu)
[b]Weapon-specific Instructions:
Procedurally generated archery game, inspired by "Desert Golfing". My first effort at a Pico-8 game - came out pretty well I think!
Also on itch, with some basic mobile support - https://epbarger.itch.io/endless-archery
EDIT - I ended up turning this into a full-fledged iPhone game! https://itunes.apple.com/us/app/endless-archery/id1390437916

Prototype for Bennett Foddy's Pixel Prototype Studio, NYU Game Center
2 player, SLAMMIN foosball
Player 1: ESDF
Player 2: Arrow keys
make that lil crowd proud :')
Music by Elizabeth Castaño

This cart is just to provoke @zep (or any other true Pico-8 genius) into releasing a fast anti-aliasing demo cart!
The code is a LUA port of that paper:
http://jamesarich.weebly.com/uploads/1/4/0/3/14035069/480xprojectreport.pdf
Note: I don't get how an incremental line drawing routine (a la Bresenham) can be that slow (compared to the native version). 270% cpu usage for 16 lines sigh...
I am looking to hopefully animate the title of my title screen. Are there any good tutorials that you recommend? I really love the sparkles in TRASEVOL_DOG's Mushroom Délicieux, as well as how the title moves up and down. I attempted to isolate the code for it, but I can't seem to figure all of it out. I tried referencing the 'hello' demo to animate the motion of my title too. :-/ Any help is appreciated.
Hi everyone!
this is the first game i made for the PICO-8, and it's totally not finished :)
In this game, you play e poor little cancer cell, who wants to make friends. So you create links between you and the other cell, and when you have made enough connection with a cell, she become you friend forever ! beautiful no ?
in this actual version you can :
-Select a heatly cell with dpad
-Change selection mode with button 4
-Create a link between a heathly cell and a cancer cell using button 5
-Convert cell when they have enough links
Coming soon (idk when):
-GUI
-text introduction
-cute cell animation
-dialogue
-end cinematic
-gameplay enchaiment
-tutorial
hope you enjoyed it !
When two samurais meet under the sunset, all that matters is who draws his katana first, in the right moment.
A short game inspired by Samurai Kirby.
How to Play:
Wait for the "!" signal to attack. When the signal appears, push X
Do it on time and you'll score a hit. Do it before the signal or slower than your foe and you'll suffer a hit.
Controls:
1P: X or Z to attack, UP/DOWN to select mode
2P: Q or W to attack, E/D to select mode
Changelog:
v1.1:
- Local 2 Players mode added
- Fault State added: player loses a hit point if he presses the attack button before the signal
- Tie State: is now possible that both players attack at the same frame. When this occur, no one loses life.
- Initial life and HP recovery: Player's life been reduced from 5HP to 3HP on single player mode. However, player will gain 1HP for each two battles won, for a maximum of 6HP
- Now running of 60FPS for getting faster inputs
- General bugfixing and code optimization (or at least tried)





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