Arrow keys move Raymond's head, and [Z] shoots brainwaves.
Avoid fruitbats and thorns!
Your meal is complete when the food meter is full.
You are Raymond, the shortest member of a herd of Pearpickers. Unfortunately, you were born a runt and could never reach the pears. But one day, a scientist came to the plains to study your herd and took pity on you. He outfitted you with a robotic neck extension that allowed you to reach the highest, most prized pears!
Today is a day like any other. You have wandered into the woods to fill your belly before your afternoon nap. As always, you are careful to avoid the pesky fruitbats and poky thorns that make every meal an adventure...
While I continue my hiatus from working on silly-detailed platforming, I thought I'd workshop camera scrolling. I enjoy adventurey things, and using the camera to "hide" areas and enhance transitions has always felt good to me.
I could just use map flags and get per-tile camera control, though that might be more detailed map work than I want to do. (every boundary might need two lines of camera tiles: [main area]<->[reset]<->[show]<->[secret area] )
A little less involved would be minimap-scale flagging, which could be stored as an array, or just as pixels in an unused area of the sprite/map memory. (pixel per "screen", flagged for camera "edges" "corners" and "secrets") Tracking it this way might also be handy for music switching, atmospheric effect triggers, etc.
Now that I compare the two above techniques, per-tile flags might be nice to avoid getting stuck with screen resolution for secret area boundaries. Plus with a minimap scale, you're essentially adding a second fuzzy layer of tile-detection on top of any map tile checking already happening for collision and such.
Warning
This game contains flickering sprites, so be careful if you are prone to epileptic seizures.
There is an option in the menu to toggle flickering on or off if you need to.
This game also features a scrolling background which may cause motion sickness in some individuals.
This can also be disabled in the menu.
A basic WIP shmup inspired by Danmaku.
Apologies for the messy code; I'm not super familiar with LUA or Pico-8 yet.
Comments and criticism are welcome!
Mechanics
Focus
This game features a fairly standard FOCUS MODE, as seen in many shmups.
Basically you press the button and you shift most of your ship's power into its weapons, allowing you to fire a focused, more powerful beam at the cost of movement speed. FOCUS MODE also makes your hitbox more visible.
I just entered the basic uppercase Apple ][+ font in sprites and added a SFX that is the tone of the boot beep of the Apple ][. If this is exciting to you, use it in whatever project you want with a lil' credit in the comments.
I also added a few character I wish I'd had back then in spritesheet 1.
Initial running of the cart cuts off the beep. Reset the cart to hear it properly (hit Return and choose).
Enjoy!

Another Tetris clone, I know :P
I managed to squeeze in an extra mode, take a look if you want!
Why are you reading this, it's Tetris, you probably already know how it works
Anyways, this clone is guideline-compliant in large parts (except where the guideline is boring or confusing to me), including Standard Rotation System and kicks. It has a steep difficulty curve, and a lot of options to adjust gameplay, animations, or Tetromino sprites (I have 16 now!).
I implemented 9 different modes, and up to 3 highscores are automatically saved per mode (options are also automatically saved btw)
If that description was too [b]dry and boring
Hello Lexaloffle community!
This is my first post since i always only look here for new cartridge.
So, i have a pocket chip and i discover pico-8 console on that handheld computer and i fall in love.
The only problems of p.chip is that isn't really portable and you can't play well on it's keyboard.
So i'm in search of a console that can play it.
I'm probably going to made a gameboy pocket zero for that purpose but, while i'm surfing on youtube, i found a really interesting handheld.
It's linux based and that's the specs:
Screen: 2.6 inch 320 x 240 (4 : 3)
CPU: JZ4760B MIPS - 528Mhz up to 740Mhz
RAM: 128M DDR2
Internal Memory: 16G
Battery: BL-5C 1000mAh Lithium
Port: TV Out/Headphone Jack, Micro USB
It's look like the diginux cfw from dingoo console if you remember it.
Btw, do you think it's possible a port of pico-8 on this handheld? Let me know what you guys think about that!

Made for CCAW jam. (https://itch.io/jam/ccaw-jam)
Get dog into the doghouse by moving planets and blasting jetpacks.
Definitely my biggest pico-8 game yet. Time to learn how to use metatables...






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