[sfx]
A remix of the theme in Super Mario Bros. (in Super Mario All Stars).
The Game
You are one of the devils many servant and have to feed him in time. And your workshedule is litarly hell!! Can you make it trough your shift?
How to Play
It is a combination of cocking and Platforming. You can beat the 20 Levels one after an other or in a pretty challenging Speedrun mode.
You start with 3 Health, if you get damaged you can refill your health by eating some of the food, but the Master does not like this :D.
Details
This is the Release version of my Game Devil's Kitchen :D I programmed it on and off between february 2021 and Mai 2021. The deepest barebone mechanics are loosly based on this Video by the youtuber

Hi!
So I was having trouble finding a non-manual way to build and deploy PICO-8 zips automatically to itch.io... At first I was juggling a few bash scripts, then I tried to do something with "-x build.p8", but it felt a bit cumbersome.
And then I took a step back and realised what I wanted was really a good old Makefile 😁
So here it is, a Makefile to build stuff and publish it to itch.io, all automated!
Have a look, try it out, and let me know what you think, what could be better, etc. I'm still very new to the PICO-8 scene, so I don't really know what the standard workflow looks like, but I like to over-engineer things to make my life easier 😂

About
Tiny game made for the Mini Jam 80: Cats.
- Control Mc Snuffin and shoot invaders trying to take control over your tower.
- Build your tower higher by killing enemies.
- Shoot arrows by pressing up or down depending on the direction.
Limitation
The jam had a limitation of 8x8 tiles which PICO-8 does easily. All sprites are made in this tile format and clipped together where needed in a tilemap. One exception is the cover image / title screen that uses higher resolution.





Posting this for playtesting. Please leave feedback/things to be changed if you play!
Enemies spawn in the box
arrow keys- move
z/c- attack (o)
x/v- jump (x)
edit feb 2022:
wow I was not expecting this to get any sort of attention and the unfinished state this is in is honestly embarrassing lol. since last year a lot has changed and even this demo was not the version I intended to publish (but needed to due to time constraints). hopefully I'll have a semi-finished build up soon, but I'm a little busy with another project right now. you can look forward to that I guess! thanks for trying this out and giving feedback, it's really appreciated.





Please note:
This is NOT a game. It's a simulation. There is nothing "playable" per se.
Also, the simulation can get very slow from time to time. It's not a bug, it's... Just don't worry about it.
Since I'm german most of the application is german. This affects mainly "options" and "stats".
Maybe I will update this cart with all texts translated into English.
Introduction
This entry was done for a local hackathon. The theme was "simulation of a pandemic".
Sadly, even though we were one of the only three teams to adhere to the theme, we didn't win.
We chose pico-8 because of its simplicity, and it being very straight-forward to work with.
What you're looking at:
The main via simulates a hand full of people (visualized via small squares) that go about their day.
One of them starts out as patient zero, and it will (or won't, depending on what you configure) start infecting others.
Patients
People have various attributes, one of them being the state of infection.
I got an idea from ハンバーガーちゃん(@HundredBurger).
https://twitter.com/HundredBurger/
Left/Right: Walk
With X: Run
Z: Jump
Up: HENSHIN!
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Hi guys,
thanks to pico's restrictions, I managed to finish my first-ever game, and I'm happy with the results.

However, I ended up using filthy trickstery to squeeze in as much content as possible, and as a result I ended up with a game needing several non-cartridge files to function. I'd like the feedback, but am not quite sure how to publish it on the forums. I could use some help with this.
The full game either #includes or load()s these files:
enemies.lua game.p8 leveldata.p8l peral.p8 shop.lua translations.lua |
Some of the files are generated by my editor, and others are just data kept outside the game for the sake of developer sanity.
How would I upload such a thing so that it would get embedded in a forum post? I could inline the #includes, but it will still need two carts, because the main cart is pushing both token and size limits (8142/8192 and 99.7 % respectively). And what's the proper way to link between same-game carts on the forums?
Oh, and here's a




Home
A game that's very unpolished, but that means a lot to me personally
Decryption
You wake in an inn on a idyllic island floating in the void. Can you find out what this place is, who the people inhabiting it are and why you are here? You are left to your own devices, and can look for these answers while wandering in the gardens of this strange world. All while deciding you want to leave by. Home is a tiny walking simulator about mystery and unguided exploration.
Backstory, for those who care for some reason
I made this game about two years ago, and it's the first game that I "finished". There's some debugging stuff in the top left I'm too lazy to take out, there's almost no real content, there's no music, and the "puzzle" design is just atrocious with one specifically being waaaay too cryptic. Not too mention the spelling erros and glitches. However, I'm still very proud that I managed to make it in the end, and I actually think the core game holds up in its own way. It's worth uploading, at least.





I'm just curious how you might save data easily that would otherwise be a bit much for the usual 64 number limit of dset/dget. I am trying to store high scores and have tried a lot of things and just ended up confused, the data format is something like:
AAA - time (minutes:seconds) - clicks
(1 byte per letter) - (1 for m, 1 for s) - 1 for clicks <---when I tried poke this is how I approached it
I wish to store different scores for each difficulty so people can compete at different levels and probably about 10 scores per difficulty (though I don't mind going lower if I have to). I tried dset and dget but it didn't provide enough spaces for data, and so I was looking at peek and poke, I should be able to store it no problem then but then how do I make the data persistent? even though I saved to the persistent data area in memory, it is empty when I reload the game, do I need cstore? and if so, I read that that doesn't work with browser played games so it isn't really going to work for me either right?


A simple tech demo I threw together after months of fiddling around with ideas.
It's barebones, pseudo-3D but it works.
Inspired by Doctor Who's titular spacetime-timespace travelling vehicle, as well as a fellow BBS member Trasevol_Dog's post "Lands of Yocta."
l/r/u/d left/right/up/down
z/x to move backward/forward
s set coords to inside TARDIS interior
(or z+x+up+down if on mobile)
You spawn in the overworld, which is just near 0,0. You will see The Doctor's Type-40 TARDIS among some very programmer-art grass. Either match the x,y,z coordinates to 102,102,102, or hit 'S' to enter into the TARDIS, where you will see your TARDIS Console.
