You hail from a dairyless world, void of cheese and butter. On your quest, you come across a planet riddled with the necessary provider to bring dairy back to your planet: the cows of Earth.
Your objective is to grab as many of the cows as you can, before the Earthlings make an attempt at your life.
Ghost Rally
Game
The game is a race-against-yourself rally game. It features accurate rigid body physics and car handling.
Goal is to beat yourself every lap!
Enjoy racing as in the 80's, whith over powered cars very close to the public!
tip hitting any of the lil' dudes:
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warning the game is complete yet the car handling is really picky - I am releasing it as is, as I can't tweak the gameplay without breaking the physic engine :/








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Press "z" to start
Press "←" "↑" "↓" "→" to control the character move
Press "x". You can change between two characters .
Angel:
has faster speed;
can catch the heart to recover;
Devil:
press "z" can shoot enemies;
You will get scores if you:
Touch the heart
Touch the medal
Touch the diamond
Shoot the enemies
Music: Pallet-town @illMadeCoder
It's my first game made with pico-8. Thank you for playing!
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Hi! Here's something I've been working on over the last two weeks or so. It's a grid-based puzzle game where you traverse dangerous areas, push rocks, find neat stuff, etc. It's entirely turn-based so you can think as long as you like about each move.
The game is in a testable state so I'd like a little feedback if possible! Bear in mind that my strengths are music and setting; programming is a necessary evil for me so please do not look at the code. As long as it works I'm more interested in expanding the game world with new levels and pick-ups.. but if it doesn't work, then tell me what's going wrong.
THANK YOU!

Hi,
I've got this grid of "slots" for enemies which I initially created using a start_x and start_y position and a couple of nested for loops to create the rows/cols with the start_x / start_y being the top left for the starting position of the grid.
But now I wanted to create the same grid but relative to an origin point at the centre - my thinking was I could increment this single point and move the grid around and maybe use sin/cos to have the slots rotate around the origin for some fun enemy patterns.
I didn't really know how to do this, so I just modified my x/y starting positions until I could get two short lines of code for the initial X/Y positions that worked. This looks fine until you move the origin point which then lags behind or in front of the actual grid.
My math is awful, so I don't really know what I'm doing wrong. I figured if the initial grid looked okay relative to the origin, I could just change the origin values and everything would fall into place at the new position in update(). But not so.


Been playing with cubic smoothing of simple noise for endless landscape generation.
It's definitely slower than lerping, but I think it creates more realistic looking shapes. In order to get a nice interactive frame rate, I had to rely on scrolling the screen and just updating the top portion. It kinda works although the textures smear vertically.
Press "z" to randomize parameters.
-Electric Gryphon

