The classic Lights Out puzzle game for the TweetTweetJam. The source code fits in two tweets (560 characters).
Your goal is to turn all the lights off. However, each light toggles all four adjacent lights as well.
I didn't have room for different levels, but there's two modes:
- Lights Out Classic: Lights toggle between off and on (red). Best solution is 15 moves.
- Lights Out 2000: Lights toggle between off, red and green. Best solution is 18 moves.

Here is my final version of the "Breakout" game designed for my Getting Started with Video Game Programming class at Bellevue University. I submitted a simpler version for my midterm, and I decided to keep going with this game for my final project. It is designed to run at 60FPS, and it plays the best in the console, so hopefully it doesn't feel too bad in the browser. I am pleased with the results, and I hope everyone enjoys my game!
For anyone who cares, I have only been working with Pico-8 for about 12 weeks now. My only previous experience was trying to code a game on my TI-83 Plus in high school. My code is probably not the most efficient, and I know my collision detection isn't perfect, but I think the game runs well despite this. I have adjusted the audio to (hopefully) sound good with headphones or through basic laptop speakers. Hopefully it isn't terrible. Feel free to leave feedback.
In version 1.1, I fixed a glitch with the power-up that reduced the paddle to half the size when starting a new level when the power-up was active and the level was completed.
Hi there all!
I'm fairly new to the engine, and for now, i just have one question, that could be helpful for me.
Is it possible, to export an .html file, in which your games are exported like in the BSS section, only multiple of them. If i'm not clear, i'm looking for a vertical column of playable games in one .html file sou you can just press the play button and play. Is it possible? How can someone do it?
My main goal is to set up my github page in a way, that you can play all the pushed games in the repo. Not necessarily automated, little hand editing is fine with me.
Thanks in advance!
A 1-hour cartridge, so don't expect too much from this, but at least the code is relatively clean...
Balloons float through the screen in four different directions; each one is mapped to one arrow key (red left, green up, yellow right, and blue down). When all four colors are present, press the arrow key for the color that has the most bubbles and one of the bubbles of that color pops for one point. But if you get it wrong, your score is halved.
Darkest Moon is an arcade-style game where the goal is to get the highest score possible before inevitably succumbing to the relentless progression of the game. The player controls a nameless farmer in the Dark Ages whose only goal in life is to plant and harvest wheat in order to survive and make it to the next day. An average play session lasts between five and fifteen minutes before the marauder becomes too fast and overtakes the player.
I made this game as the final project for a creativity class when I was still in college.
Lighting and object-oriented code modified from Jakub Wasilewski's Dank Tombs Tech Demo.
Also available on itch.io.
This is my first cart to the splore so forgive me if its a bit messy. This is the overworld theme to my Ultima like game Inversia. Now to answer some questions.
Q Can I use this song? A No
Q When will it come out? A I don't know
Q How do I make boiled eggs? A Put uncracked eggs and a pot of water and boil for 20 minutes, then crack the eggs and enjoy.

Here's a WIP of my first game for Pico8. A turn-based football (or soccer as you prefer) game starring animals (because they're easier to draw).
This version of the game allows for 1P and 2P matches between two randomly generated teams. For 2P games both players use the same controller during their turn.
The game is, in its current state, heavily unbalanced (after all, the player stats are generated randomly) and it still requires a lot of gametest to work on that. But I think the main mechanics are in place and matches can be played from start to end (with some occasional crashes). Please provide any feedback or ideas you might have after playing the game
Update log
29/12/2018 - Initial AI implementation

UPDATED 11-08-18 (11:45am)
Years ago when I started writing business software for the IBM, I rarely ever used the mouse, thinking it to be slow and cumbersome. And as such, I would often write a little sparkle routine should you ever press down the button and drag it across the screen. And back then screens were 640x480 so the glitter was really quite pretty at its tiny size.
I never actually sat down just to write this glitter method all by itself, until now.
The code I wrote years ago would sparkle where the mouse is when the button was pressed, then fade, showing the business app beneath. This particular version is actually one you can draw pictures in with. Young kids and those young at heart might really enjoy doing this.
Use the mouse, press the LEFT button to draw a "glitterific" line or plot.
To test it, try writing the first 4-letters of your name, or maybe a symbol like a heart or diamond.
Press (X) to animate the glitter.
Hold (O) to slowly erase the glitter so you can start a new picture.
Change DEBUG=0 to turn off the number counters at the top.
If you like, post some of your own glitterific pictures to show the world.
Enjoy !
Below is original version:






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