Do the Barracuda!
A ~surfing~ game. Watch out for the chomp!
I made this as part of a web design job for a surf-rock band. I'll update this post when the site is live.
Hey! This is my first Pico-8 game!! Thanks to this incredible community for all your help and inspiration. Particularly grateful to btco for their water reflection effect, and aquova's synthwave sunset, both of which I snagged bits and pieces from.
Love,
Luscho
MMU Game a Week project
Theme: Game that Tune
READ ME
Title: The Final Countdown
Created in: Pico-8
Author: Ryan Wilson
Controls:
Game:
Left and Right arrow keys move the player
Menu:
X - Begin/Restart Game
Objective:
Avoid falling meteorites for 90 seconds
Rules:
If the player collides with meteor the game is over
Out of Engine Resources/Assets used:
None
Possible Improvements:
Addition of Alien Enemies
Organised Meteor Pattern
Visual and Auidble upgrade
Changelog:
Version 1 - Game Uploaded
I'm wanting to make a big play area in my game with several cities in it. I made a sprite map of the city (see below) and I want to draw that map in several places. This is working great using map() drawing several times but when you make a change to a map using mset(), it changes it in every location that map is drawn...and that makes sense.
Sooo...is there a way to have a map, duplicate that map, and draw it to be treated as a separate entity/instance in conjunction with mset()
City A, City B, and City C all use the same sprite map but when I use mset() on City A, I don't want it to change B or C.
I'm probably complicating things way more than I need, but I thought using map() + mset() would be better/faster/efficient than managing an object and draw for each building in the city.


So in Super Mario and similar games the character only jumps when you press the button, and if you just keep the same button press the character doesn't jump. You have to release the button and then press it again.
I've tried to implement a jump action and both with btn and btnp if I keep the button pressed the player keeps jumping forever (in btnp just slower).
How can I do this? Thank you! :)
A tiny anti-stealth puzzle game.
GOAL: Have every alarm in the level active at once.
CONTROLS:
- Arrows: Move
- Z: Wait
- Reset or Skip Levels from the pause menu (Enter)
This was a tiny puzzle game I made in under 24 hours based on themes from WPI's 2019 Cutthroat Game Jam.
(It wasn't an official submission since it was a competitive jam and I was one of the people running it.)
The main theme was "Reverse," and I also chose the subtheme "Hidden [in Plain Sight]." Based on these, I decided to make an anti-stealth game where you try to trigger all of the alarms.
This is more of a proof-of-concept than a full proper game, and could use some more interesting puzzle design and mechanics, but I did what I could in the time I had.
I made an endless runner. It's pretty standard really.
--Pickups--
Purple orbs. Collect enough and you'll speed up and change outfits.
Helmet. This gives you armor so you can take a hit.
--Obstacles--
Fire. This will burn you up.
Fireball. The same, but in the air
The orbs were coins, but the color matched the fire too much so I changed to the purple orbs.
I just made this little game in 7 hours for the Impact Jam, a game jam organized by GameImpact and EPITECH for the 20th anniversary of the school. I am actually graduating next year so I wanted to participate in this big jam with all the students.
The theme was "Making games to fight against discriminations", so I chose a topic that we tend to forget and that I heard about last week, which is gender pay gap. In this versus game, one of the players will obtain 20% fewer points for the same actions. This is the first mode but there are actually 3 different modes!
I don't want you to get hyped about the gameplay of this game (even though I heard some of the students had lots of fun playing it), but I made this more as an experience that can deliver a message.
This is my first game of this genre but I really liked making it, even though I wish I had more time to make a badass gameplay with particles and most importantly, screen shakes.
You can try it even if you are alone, but get prepared to control two players at the same time! Actually, I intentionally chose to make this game a multiplayer game because it is easier to start a conversation about this topic when you are at least two. Or maybe you can give your thoughts in the comments?

When setting 2 table elements to the same function it returns the same output, I am trying to figure out how to "refresh" the function so it will generate a new random string each time I need to set a variable to that function. Provide below is said code; hopefully the comments make sense. Thanks In advance.
idtable={"aaaaaa","aaaaaa"}
id=""
i=0
x=0
function idgen()
if i!= 3 then --i loop to generate 3 random numbers
x=flr(rnd(16)) --picks a number between 0-15
if (x<10) then --ensures single digits have 0 appended to the front to maintain fixed string length
id=id.."0"..x
else
id=id..x
end
i+=1
end
return id
end
function _update()
end
function _draw()
cls()
idtable[1]=idgen(id)
idtable[2]=idgen(id) --doesn't generate new random string
print(idtable[1],0,0,7)
print(idtable[2],0,8,7)
end |
This is my first attempt at making a tower defense (-ish?) game. This project was influenced by my fondness for Rampart. Suggestions are welcome.
Goal:
Blast your opponent's walls with missiles and then lead your small army to attack their base.
Instructions:
There are two phases between each round: 1) build phase and 2) attack phase.
1)During the build phase you can place walls (if you have any), pick up supplies, and steal rubble from your opponent's base from damage you inflicted during the previous attack phase.
2) In the attack phase you can fire missiles to take out opponent's walls, kill units not standing on a base. Also, in this phase you can direct your army to various locations on the map.
This is my submission for the 2018 Game Maker's Toolkit Jam.
The game's submission page is hosted on itch.io: https://mush101.itch.io/allocation
Description
Allocation is a Metroidvania game without a connected world map. Instead, you must create pathways between key points using the rooms that you collect as you explore.
Rooms are divided by difficulty, so you decide how challenging the game will be by creating your own paths to move around the world. The more you explore and add rooms to your collection, the more choice you have when designing your routes.
Creating a Path
Press the up arrow in front of the monitor to access the map system.






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This is the completed 1st game from Tassilo Rau's book 'How to Make Games with Pico-8'
