Introducing my first actual game on pico-8: Tile Flip! (v1.0)
Tile Flip is a puzzle game where your goal is to flip all tiles to the same color (it doesn't matter which color). You control which tile is selected with the arrow keys and press z to flip the tile, but all the 4-directionally adjacent tiles are also flipped.
Tile Flip starts out easy. On Level 1, only a single move is required to win. After winning, press z again to move onto the next level. After that, it gets harder very quickly. I can only get to Level 4 or so, but then again I'm not very good at puzzles.
Tile Flip's great grandparent is Lights Out, but my exposure to this kind of puzzle was from the minigame in Runescape.


A demake of the secret "Booty" easter-egg game, originally created by John F. Cain for the ZX Spectrum in 1984. Recreated by Nate Taylor for the Pico-8, 2018.
You play again as Jim the Cabin Boy, but your mission this time is to dive under the pirate ships floating above you, collecting 20 goldfish before your oxygen runs out. Luckily, you can get up to the surface to get some more air, and you can't actually die in this mini-game, but colliding with the fishes and other underwater lifeforms will make you lose all your goldfish.
Let me know if you like it!



Hey all,
After doing another round of adding games last night, which followed a month-long hiatus, which also followed an almost 2 month long hiatus, which also followed a whopping four month long hiatus, I decided to look at the analytics for the site to see if anyone is actually using it. It turns out, it's getting around 4,000 unique visitors per month, so it seems like a lot of you may have been let down by the gaps in adding new games, so I think it's time to address what's going on and why this has been happening.
As some of you may know, a month after the site was launched in October 2016, my daughter was born in November. This didn't really change anything though about the site's continued updates, and new content was added weekly at minimum for nearly a year following the site's launch. It was when I got a new job in September of 2017 that things started getting fewer and further between.
My new job is very demanding. The company I work for does most of the websites for Sony Music, and we handle most of their individual label websites, many of their major internal web application tools, and pretty much all of the websites for artists signed under any of the Sony labels. We do all of this with 3 developers including myself, and one is designated solely to Sony's internal tools as well as those of Ticketmaster, so there are two of us handling everything else (including the maintenance of all the existing websites we've done). I believe our average throughput is around 300-350 website launches per year, with about 35% of those being custom WordPress builds, and the other 65% being static.
Doing work within the music industry is cool, but because the turnaround time has to be so quick, there's a lot of overtime. I personally average about 3.5 websites built from scratch and launched per week, and that's while about a third of my time is also spent providing updates and support for sites I've already built previously. Also, if anything goes wrong at any time day or night, holiday or weekend, it's an emergency that needs to be dealt with immediately. When I'm not working, I try to spend as much time as I can with my daughter - as she gets older and each milestone comes and goes, I realize that there are so many stages that come and go very quickly, and you can never get them back. You have to enjoy every moment before it's gone forever.
So what am I saying? Is this the end for PlayPico? No! In fact, last month I just renewed the domain for another 2 years! The hosting is on the same VPS I use for my personal website, my email, and the websites of two nonprofit organizations that I am paid to host/maintain, so I'm not going to cut off the hosting either (even if the NPOs cancel for some reason, it's been my personal email server for almost a decade, so it's not going anywhere).
The reason for this post was because I had no idea how many people were using the site. It's been more than half a year since the last time I looked at the analytics, and back then it was getting about a tenth of the traffic it does now. I feel like I owe a lot of people an explanation as to what's been going on. This is also a pledge that I will do what it takes to keep up with the site better and resume adding new features and improvements. I'm going to set a weekly schedule, one night every single week, where new games will be added, and I'm going to work on overhauling the UI/UX completely to give a far better experience.
If you read all this, and you've used PlayPico, please take half a second to give this post a star. I need to know how many of you are out there and how many care, that's a big motivator in all of this.

(Hoping to catch you before you finalize 0.1.12)
Similar to how I felt ceil() was missing from the fundamental math toolset in PICO-8, I feel like there are a couple of fundamentals missing from the table toolset.
Would it be reasonable to add these to the built-in table operators?
function ins(table, index, elem) local temp = elem while temp ~= nil do table[index],temp = temp,table[index] index = index + 1 end return elem end function pop(table) local elem = table[#table] table[#table] = nil return elem end -- (and possibly this alias, just for the sake of being symmetrical with pop) push = add |
Hello, I did post this up at the end of 2017, but decided to remove it partly due to imposter syndrome and partly because it just didn't work too well under iOS.
Anyway, I've had a change of heart and have decided to put this up again.
Thanks to Vanja and Andreas of Pond software for allowing me to make and share this Pico-8 interpretation of their 8-bit C64 game. (Find it here: http://http://pondsoft.uk/splorf.html )
Also, a special mention must go to Paul Nicholas ( @Liquidream), who helped me solve some nasty bugs, Chris Donnelly (@gruber_music) for the awesome music/sound, Morgan McGuire (@casualeffects) who supplied me with some great particle code to play with. Also Justin Ray (@designinvan) and Urban Monk.
I hope some of you enjoy this simple little highscore chaser game.
CONTROLS:
X - to thrust or start game.
Z - for credits, story and info. (on title screen).
That's it.
Cheers,
Roy







This is a little game that I made with my son (I did most of the code, he did a bunch of playtesting ;-) ). It was inspired by a game that I remember from my own childhood on the Atari 800 XL where you had to fly a spaceship around and dodge the space junk. If you survived for long enough, you got a brief reprieve while the next "level" started before the junk started flying at you again!
The pixel-perfect collision code is based off of this cart by joshmillard
Hello friends.
I have one music track in my game. When the player picks up a certain item, I would like the music to get one octave higher.
My first thought was to have a second song that is just a transposed version of the first song, and switch to it upon item pickup -- but this of course resets to the beginning of the song instead of continuing smoothly from the current position. Is there any clever way to achieve a more seamless transition?
I'm open to any other tricks that would let me get the same effect. I'm also open to forgetting all about it if it's not possible. =P


v1.0.1 - post gamejam bugfix
Fixed the bug that caused people to have broken noses forever.
[Game for the Game Dev Network Gooseberry Jam. Theme: You are the villain! Deadline: 5/27.]
In Repo Runner, you're... the repo-person! The one who tows cars that people haven't paid up for. You work for Repo Co., and each day you must extract the target vehicle before the debtee drives it away.
v1.0






v0.7.
- adjust velocity changes in levels (soft cap at level 20?)
- fix more bugs when tetramino is in the last row until collision
- sfx
v0.6.
- allow to avoid up on rotations?
- fix some rare bugs on movement
- fix timings when tetramino is in the last row until collision
- adjust delays
- code refactoring
v0.5.
- adjust timmings on rotations & movements
- adjust delays on keypress
v0.4.
- dodge on rotations
v0.3.
- Fix collisions on rotation
- Code refactoring
v0.2.
- Fix problems with borders






UPDATE: Version 1.1:
- faster ship
- constant enemy spawns (no delays)
- muzzle flash effect and better explosions
- other gameplay tweaks
STORY: Welcome, Pilot 8. You are our top choice for this mission. I mean, 8th choice. Nothing suspicious at all happened to the other 7 pilots that came before you. They... uh... retired. Anyway, here is your comprehensive battle training: use the arrows to move, press [Z] to shoot. End of comprehensive training. Off to war you go. Good luck, Pilot 8.... Ok, that pilot is hopeless, let's start training Pilot 9. Oh, what? It's still on? How do I turn this off <click>
This is a simple space shooter.
- 18 levels across 6 worlds (Flood City, Oasis, Marshes, Coast, Canals, Fortress)
- Different weapons and powerups (shield, weapons, etc).
- Collect chips dropped by enemies to upgrade your ship. 14 upgrades available:
- extra speed
- rapid fire (3 levels)
- ammo capacity (3 levels)
- shield (3 levels)
- starting laser
- powerup frequency
- World map
Tech aspects:
- Dynamic lighting (via framebuffer post-processing).
- Screen-space reflection (water effect, lightning, etc).
- Particle effects, rain, etc.






https://github.com/fartenko/pico-nn
https://fartenko.itch.io/pico-nn
A pico-8 based neural network with genetic algorithms.








