P8C-BUN
Help your chosen bunny cover each level with poo then escape down a rabbit hole. Don't get caught by the fox or anything else that's out to get you!
Finish all 16 levels without restarting to achieve "Iron Bun" or just try to post a high score. Start at whatever level you like.
Controls
- Use the d-pad/arrow keys to direct your bunny.
- z/c/(O) to show where you haven't pooed yet.
- x to paws and return to the title screen.
- You can toggle the music or return to the title screen from the menu as well.
Tips
- The buns will keep running in the direction you choose until there's no clear path in front of them so there's no need to hold down the arrow keys.

Skelliwags have taken over the graveyard and its up to Willo to kick them out!
Help little Willo sneak around, go 'woo', blow out candles and get up to all sorts of spooky stealthy fun in this short stealth'n'spook-em-up
Featuring
- 8 action packed graveyards to spook about in
- MGS style ranking system, can you get all 8 platinum medals?
- Skelliwags, floating eyeballs, tombstones and occult pentagrams
- One adorable little ghost, Willo
Game by @danhowardgames
Music and SFX by the outrageously talented @gruber_music

Here's a pretty minimal implementation of Conway's Game of Life for PICO-8. It has a basic performance optimization (it only updates the active area of the grid), and you can see the active area adjust by setting dbg=true at the top of the code.
That said, it gets pretty slow pretty quickly for larger simulations.
You set up the grid as follows:
Arrow keys -- move the cursor around.
Z key -- toggle a given cell to active/inactive.
X key -- start / stop the simulation.
If you're unfamiliar with the Game of Life, google it :-).
An easy starting point for a cool pattern is a ten cell contiguous row (10 connected horizontal cells).
There are better PICO-8 Game of Life carts, but I had a lot of fun making this.
A little persona battle system concept I worked on as part of a school project, I may expand it later with different enemy types, more items, and maybe XP
Use the arrow keys to scroll the menu
Z to select
X to go back
You begin with 60HP, 30SP, and 3 medicines
Enemies have a chance of dropping a medicine after defeat
See what streak you can get!
I decided to make a Tweetcart today and it ended up being a simple little Jack-o-Lantern generator, but I found it entertaining enough to watch that I figured I'd release it here for y'all too!
There's no controls whatsoever, it just periodically generates a new pumpkin. The quality of the expressions varies but overall I'd say they come out remarkably well.

A small showcase of how to generate random 2D caves using a cellular automaton. Inside the code there are some parameters worth tweaking, maybe I'll add an interface for this in a later update.
The automaton is really simple: it changes based on the majority of it's neighbours and remains unchanged when tied.
Parameters:
- width and height - self explanatory, cave will be displayed in the upper-left corner
- live and text color - coloring of the cave and the "reset" message
- iterations - more iterations of the automaton mean less small noise and more smooth walls. Over 20 will not change much.
- density - chance of a cell being dead at the start. Very susceptible to change, more will create wider corridors.
I saw several bug reports about gamepads being mapped incorrectly, but I have another issue.
One of my gamepad (a Thrustmaster Score-A) works nicely in PICO-8 on macOS, but it doesn't get recognised in the rpi build. The sdl-jstest tool recognises it in both systems.
Another pad model gets recognised on both systems, so the rpi build of PICO-8 is somewhat working.
Note: I'm using PICO-8 v.0.2.1b on both systems.

That's a project I though I lost long ago. I was working on it on my PocketCHIP, tell you how old this is and had an issue with it and needed to reinstall everything and lost all the cart I was working on, this one was one of them, and I'm delighted that I had a copy somewhere else.
So this one is date from the 19 May 2016 (at least last modification of the file) and was at a time I was playing around trying to replicate exisiting music in PICO-8 (as for the Megaman in another cart of mine already published here) Also had fun working on replicating the screen from the original game.
I really like how the two song render in PICO-8, I'm pretty sure I started to work on some other but lost all the work :(

SnakeLike is a modern interpretation of classic retro game "Snake". Unlike its counterpart, SnakeLike's player controls a snake that can
- Mine different resources with increasing speed for a longer snake
- Strategically sell part or all of these resources
- Buy upgrades using previously sold resources
Let me know what you think and if anything can be improved!
Gameplay:

Ziggy Frog
Enjoy the simple life of Ziggy the frog as you help him catch flies on his log!
Controls:
- Use Z to charge the vertical power of your jump.
- Use Left and Right to charge the horizontal power of your jump.
- Use X to do one last jump and exit if you're all done playing :)
Eat flies at the peak of your jump! Each fly will give you more jumps!
There are different levels of difficulty for whatever you think seems most fun, along with a "Lazy" mode with an infinite number of jumps, if you're just looking to relax and catch some flies.
Based on a goofy mechanic my kid and I worked on together, I took some extra time to give it some polish and finish it up.

Hello.
Suggestion.
I would like the exported file to include the current config.txt (global_config.txt) as local_config.txt in the exported file.
This will allow us to play from the creator's ideal config in another user's environment.
"global_config.txt" refers to the config.txt that I've been using.
If both global_config.txt and local_config.txt exist, local_config.txt is assumed to take precedence.
Sequence of events
A question thread containing this
https://www.lexaloffle.com/bbs/?tid=39940
Hi all!
I am trying to implement a very small and simple clone of space invaders.
I am thinking how to implement a nice shoot bullet function but I am struggling with picturing a way to shoot bullets in a nice stream that is always steady so that its pace can be increased picking up right power-ups.
I tried, for example, to count maximum number of bullets on screen and shoot only if < than 5 but when the player shoots, clearly, all the bullets are shot almost at the same time.
Then I thought about storing the bullet starting point and comparing it to the next bullet but since my ship goes also forward and back this way is also wrong...
Can you please suggest me some idea to remove this nasty wall? :)
Thanks for your kind help!
Ps
In case it can be helpful here's the code so far:
https://raw.githubusercontent.com/ltpitt/lua-pico-8-invaders/master/pico-8-invaders.p8

River Crossing is a recreation of the famous puzzle where you need to cross a river with a wolf, a goat and a cabbage, but you can only fit one of them in your boat at a time.
Use the arrow keys to select who you want to carry across (or the empty boat) and when you're ready press Z or C to cross.
X can be used to undo the last move.





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