Fast round: update 3!
Unexpected free time led to a chain of updates... next one will be a release version!
Added some mechanics like stones (stomping platforms to obtain them, and obv throwing), enemy with drops activating hidden platforms, a start menu with level ending... it almost resembles a game now.
Running low (I think, it's my first pico game) on tokens: 5052 without music, only one level and few sfx. There is space for optimizations in update functions and level encoding (using some randomness for tiles variants: the actual level takes about 793 tokens). I'd like to have at least five or six levels, so... crossing fingers!
OLDER VERSIONS
First game on pico!
Royal Pain is a platformer game where you rescue the Princess and then need to escort her out of the castle using her abilities to help you get past enemies. For example, press X to tell the princess to make an ice block when she can see a guard.
Our goal in this game is to make interesting NPC interactions and we will be adding more princesses with more abilities in future updates. Enjoy our WIP release of Royal Pain on Pico-8! Feedback is welcome.
Demo version 01
Introducing our latest princess, Glacia! Utilize her ice abilities to complete the level together.
This version builds from our "Royal Pain: Rapunzel" game. Play it here https://www.lexaloffle.com/bbs/?tid=42071
Check out our Discord channel for more detailed updates at https://discord.com/invite/KMYjWz5ThH
-Rob and Ryan
Kraken Games
Blast off and fight!

Twin Strike is a vertical shmup in which you, as the pilot of either a helicopter or a jet, must destroy alien ships and defend Earth! There is no end, it just gets harder with each loop. There are three distinct backgrounds and two possible pieces of background music, so the scenery and music shuffle with each round.
Scoring and missiles
Every time you kill an enemy, you fill your missile meter by one. Every three points nets you a powerful missile you can launch with the z key. If you fill all twelve points, you get a score 2x multiplier that lasts until you launch a missile. If you launch when you have all 12 points, you get a smart bomb explosion that eliminates all bullets and hurts everything on the screen, but you also spend nine points instead of three.





My attempt at making my own 3d renderer. The code is not clean and it's quite laggy, but I'm overall satisfied with it, and I learned some new stuff. You can change the object being displayed by editing the source code. I'm not planning on optimizing it for now.
Controls:
Left/Right : rotate Y
Up/Down : rotate X
C/X : rotate Z
Player 2 Up/Down (E/D) : Zoom/Dezoom
01/may/2023 update :
New revision. Surface lighting, camera perspective, and better face sorting.
Pause -> "Disco colors" to enable disco faces
Pause -> "Obj" to switch between donut/teapot



Here is my version of the roguelike from LazyDevs excellent Pico 8 roguelike tutorial on youtube.
I kept it very vanilla as my coding abilities are limited. But I tweaked a few of the game rules and added my own graphics and sound.
My version of the game is more about identifying the potions by either eating them or throwing them at monsters.
Hint- eating unidentified potions is playing Russian Roulette.
X opens the inventory menu and equips/ eats /throws.
Z backs out of the menu system.
Enjoy.










You are a futuristic hovercar developed by the trillionaire owner of a stagnant maze-racing circuit. He has loaded you up with special powers so you can embarrass all the league's other cars.
How to Play
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You must spin out rival cars by ramming them, catching them in your boost trail, or spinning another car into them.
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Spin out the required number of cars on each level to unlock the checkered flag. Grab the flag to advance.
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You are invincible while using your powers but vulnerable while you are not. Walls never hurt you, thanks to advanced bouncing science.
- All your special powers always trigger at the same time. This consumes gel because nothing is truly free.



I've been playing around with various procedural generation techniques and wrote a little tool for creating generative string grammars. It's 104 tokens and the code is on github under an MIT license.
Demos
This first one generates side-scroller/platformer levels. Each character of the generated string represent a four tile wide column of the map. I didn't add a player because I just wanted to showcase the level generation itself so the map just scrolls automatically from the start to the end. Reload the cart to generate a new level. It's just an example so the levels aren't particularly interesting but you could add a few "post-production" passes over the generated strings to clean things up, generate enemies, add additional rules for pre-made features, etc.
PicoTerm is a PICO-8 CLI template. It can be used as a basis for command-line games and programs.
See tab 3 for the functions that are called whenever a character or line is entered. See tab 2 for functions to call to interact with the terminal.
Pressing ctrl-u
or ctrl-l
will clear the current line of input or the screen, respectively. The up and down arrows allow you to scroll through input history.
If you use this in a project please follow the license terms at the bottom of the post. I would also appreciate being notified, however that is not mandatory.
If you do not use a feature in your project you can modify this remove it to have more tokens.
Known Issues:




Overview
Roll around and grab keys to escape the kaiju-infested dungeon, but watch out! One hit and you're dead. If you do meet an untimely demise, you'll take control of The Resurrectionist, and you'll need to drag the body back to an active resurrecting seal.
Background
L3mmy and I made a "Monkey Ball"-inspired game for Mini Jam 81. The limitation for that jam was "death isn't the end". This got me thinking: in all these games where the player respawns, someone or something must be in charge of that process, so let's make that explicit! This gave rise to the two-character approach used here, with their vastly different styles of movement.


Here's my second and third tweet carts, the first (an animation) coming in at 277 characters, and the second (a full game) coming in at 559 characters.
Here's the non-playable version that only takes 1:
And here's the playable version that takes up 2 tweets:
(C/Z to flap. Reset cart to play again.)
Going to submit this to the Tweet Tweet Jam soon!
A short game about serving ice cream using a catapult-ish mechanic.
My first project that's somewhat complete. It's pretty bare bones at this point but pretty playable.
The list of tweaks and improvements I plan to make include:
-add sound FX and music
-make art and a logo for the title screen
-make background art for the game play. I'm thinking make it appear that you are standing over buckets of
ice cream
-randomize which ice cream scoops are queued up
-streamline a bunch of the code. I need to tweak how the arrays used for tallying numbers at the end are
structured so that I can just use loops to populate them and do the comparisons
-add bonuses. Thinking a full ice cream order gets a completion bonus. Also, maybe a penalty for any