Controls
Arrows to move cursor
X to place mark/go level deeper
Hold Z for 1 second to restart game
Press Z to recreate demo in demo modes
Open pause menu (Enter/P) to:
- enable demo modes (auto - computer vs computer, fill - random pattern)
- switch between single and multiplayer
- open settings menu (this will restart the game!)
Settings in settings menu:
- meta level: ranges from 1 (normal tic-tac-toe) to 4 (81x81, four levels of nested boards)
- AI difficulty: how long in seconds will the AI think about the move. 0 is random moves, 3 never loses normal tic-tac-toe.
- game modes: singleplayer, multiplayer, automatic (AI vs AI) or randomly fill board.
Rules
Each board contains 9 a smaller boards. The lowest meta boards are just normal tic-tac-toe boards where you can place your signs. Where you move in the lowest board controls on which higher board your oponent can make their next move (indicated by the colored squares). Winning a lower board replaces it with a sign in a higher board. Win the highest board to win the game.
If you didn't understand that's my fault, I suck at explanations. Try it for yourself at small meta levels, it's not as complicated as it seems.
Changelog
Version 1.6:
- 4th meta level
- settings menu
- endgame sonuds
- changed AI
- bugfixes
Previous versions:

A mod of Celeste Classic. The aim was to make all of the levels harder but make them feel distinct, similar to Super Meat Boy's "Dark World" (hence the name) and Celeste's "B-Sides". I made this back in 2019, but just recently made a few adjustments to it.
I am not a coder, so it's pretty bare bones in that department, and the code is almost identical to the original. The rest of the code I borrowed from other Celeste Classic mods. The major differences being the ability to toggle screen shake and strawberries not being collected if the player dies.
Controls:
Z/C - Jump
X/V - Dash
Arrow Keys - Move and dash direction
E - Toggle screen shake

Hey all!
A while ago I started working on a little platformer with a portal/hole mechanic. The idea was that you could toggle a hole through a level that would let you move through a parallel level and solve puzzles. I was working with a "modern" game engine and getting that to work was a breeze; I started thinking about how to nail that effect on pico-8 about a week ago but didn't begin writing it until last weekend. Turns out by using tline and some help from the pico-8 discord it took a couple of hours. Now I'm working on finishing it and releasing the game by the end of the month.
This is what it currently looks like:
If you have any suggestions, I'd love to hear them!
- Gabe

This is a self playing game, intended to demonstrate the A* algorithm. The character will perpetually go outside to pick flowers, then put them in planters in their house. It's probably something I'll build on later but it's fun to watch the algorithm work. It sometimes (rarely) hits a bug where it won't go to put down the flower. I haven't tracked it down yet.

Started making this game a few years back. Just got around to finishing it up.
It's a one button game. I started with the idea of making a game in which you only had control part of the time and this is where I landed.
It's a game in which you get to play a mermaid that happens to only be able to accelerate upwards out of water. The trick is to use that upward acceleration to control how deep you'll end up going when you descend due to gravity.
Hope you enjoy!

This is the complete, post-jam version of my submission to the 2020 Toy Box Jam
Picomen!
PICOMEN is a classic turned-based strategy RPG flattened into a straight line. Battles are about learning your enemies' weaknesses, carefully organising your team and improvisation. This post-jam version includes three story lines, branching quests, challenging bosses and all new user interface improvements!
There's an element of learning-as-you-go with this one, so listen to "Helpy" and good luck!
Icon Guide






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