Shmup in one hour
I randomly decided to challenge myself to make a shmup in a single hour. I wrote every bit of code (ie no copying someone else's), and made every sprite and sound in this timeframe. The one hour version wasn't very polished and was fairly buggy so I also did a version in 2 hours that's a good deal better.
Shmup 60
Shmup 120
Afterthoughts

Hello, this is my first post here! I've known about PICO-8 and have been around the community for years now, but I finally decided to try learning how to make stuff in it around two months ago.
I got the idea for this cart a couple days ago and could not stop thinking about it, so I started on it yesterday morning and ended up doing it all in one sitting. The idea was to rearrange the screen palette into a gradient (including some colours from the secret palette) and then make draw functions that use pget() and pset() to increase (or decrease) the brightness of pixels when drawing lines and shapes (besides the trail). Basically additive (or subtractive) blending. I knew doing pget() and pset() on so many pixels would be really slow though, so for the noise and gradient across the entire screen, I decided to try doing that directly to the screen memory, using $/peek4() and poke4() to add bits. It had to be in 32-bit chunks, peek/poke 2 or 1 would make it drop below 30fps (maybe possible with better optimization, idk). I think the 8 pixel wide chunks made it look more interesting in the end though!
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Okay, so after realizing that c0-e5 was 65 total notes, I did a little digging into this. The sfx format specifies that pitch is a number from 0-63, so why does e5 work when you press [p] in the editor, while octave 4 is selected? The sound is higher than d#5, too.
First, let's try some p8scii. In the console, print("\a0szd#5e5") cstore(0x3200,0x3200,68) both plays a constant d#5d#5, and stores that in sfx 0. Then go to the sfx editor and select octave 4, and change it to d#5e5 via pressing [p], and press space to play back. Two different notes!
Now, go back to the console and do sfx(0). This gets the very weird behavior of d#5c1, almost like a default, but not the same default that \a has.
Then, go back to the editor and add a c1 directly below the e5, and press space for playback. Three notes. Then go back to the console and run sfx(0) again. This time you get a weird fading blend between the two c1 notes, almost like pico-8 sees them as two separate pitch values internally.

The World Under
a game by Mikimation aka Miki Hakim
Controls:
Left\Right - Walk
Up - Interact
Down - Defend
Z - Attack
X - Jump
Down + X - Roll Dodge
Dev notes
I am an animator by profession. I've had a big project this year in After Effects that made me required me to learn some programming. Around that time I discovered Pico 8 and fell in love with the platform and a lot of the games made by the community. I decided I want to fulfill a dream I've had for 20 years now and make a game, like the games I used to grow up on in the 90s.
I've started doing some tutorials, and what started as a small project developed into making a full-on game.
I have learned a lot through the process. With each mechanic I wanted to put on the game I needed to learn more about programming in Lua and math.

Over the past 4/5 months I haven't done much game development in pico 8, but I've started a new project - the sequel to my adventure game
Adventure game v1.0
https://www.lexaloffle.com/bbs/?tid=47009
(embed didn't work)
It's going to use some of my previous code experience to help me make it. It should be released in 2/3 weeks, and I will make another post if there is delays or bugs I need help with.
Adios!
Controls!
Arrows to move, Z to confirm, Enter for menu.
How to play!
Don't crash into turtles and avoid starfish and sea urchins!
Collect hearts for extra lives!
To score points, stay behind turtles for as long as you can, but don't forget to dodge them at the last moment!
The score multiplier decreases if you are too far away from the next turtle. Keep the multiplier high to score more points!
Are you fast enough to keep up?
Tips and Tricks
You don't need to hold the arrow keys. Just tap the direction of the lane you want to switch to and you'll be moved there automatically.
If your fingers are fast enough, it is possible to stay in the space between lanes for a short while. That will help you avoid seemingly impossible obstacles:

A remake of Octopus, a 1981 Game & Watch by Nintendo.
It can work as a watch/clock if you happen to have a Pico-8 device that you are happy leave on all the time. Otherwise just use up/down to select game A or B and either button to start the game.
This was an interesting challenge: The hardest part was squeezing the graphics into 128x128 pixels. Hopefully it still looks somewhat like the original. The "ink" parts do not suit the sprite/tile system at all and would be hard to fit in the graphics memory, so sprites are only used for the clock and score display as well as drawing the "rounded corners". Instead, I've RLE packed the graphics into strings and decompress them to screen every render, only drawing the relevant parts.
The fastest flinger in the west
Version 1.6.1 + 2.0 RD2
Description
You are the new sherrif in town, and due to budget cuts, they sadly cant afford to give you a gun, so you'll have to do with a sling and the rocks you can find. Shoot yourself through hordes of outlaws whilst trying to be as economical as possible!
And for now, a top secret beta test.

Pico Rescue!
Pico Rescue is a game for rescuing people and putting out fires. Keep an eye out for your fuel bar, avoid the damage caused by smoke columns, pick up rescuees and return them back to the flag checkpoint.
Don't over stay!
You cannot refuel during a mission. So pay close attention to your fuel gauge. When it starts to blink and beep you have 30% of fuel left. It's best to leave, you might not have time to save everyone. To expedite your mission you can leave the area by flying all the way to the left of the map´until the game prompts you to leave.
For the emergency room!
Some of the rescuees may need medical atention. You'll have to remove clothing, and do first aid like cleaning wounds and stop bleedings. Use the lens on a wound to see what's left, but don't take too long. Keep and eye out for the patient blood level and use a blood bag if needed

A silly little toy I threw together. Click your mouse to generate a bunch of randomly-colored snails that flee at varying speeds to the left and right of the screen.

Celeste, but with graphics options. Made in less than an hour. :)
Options are available through the pause menu (P or Enter).
Options list:
- Shake (disables all forms of screenshake)
- Clouds (hides the moving clouds)
- Snow (hides the snow in the foreground)
- Deco. (hides decoration in the background, leaving solely the interactive stuff)
Hope this helps people out! :)

IMPORTANT! All employees:
We take both the environment and our security seriously. Ensure all lights are off and all doors are locked when leaving the premises. Failure to do so will result in termination of contract.
This was originally supposed to be my attempt at Weekly Game Jam #149, with the theme "Last One Left". Thanks to all of this lock-down business (future generations, look up 2020 on Wikipedia) I was going to have a go at making a game, when not working from home; however a migraine lost a couple of days' worth of time and I bailed out. Originally using Unity, then followed 2 years of being too busy / lazy / depressed to do anything, until the engine that PICO-8 provided was the excuse I needed to make a more compact game.

Story
You are a witch who has found themself in a dark dungeon overrun by goblins. You must escape the dungeon by finding keys to unlock the gates. Spellbooks have been scattered around and can be used to cast spells. The spells can eliminate goblins and light up the dungeon.
Controls
-Arrow keys to move
-X to cast spells
Info
This is a short, top-down, dungeon crawler game that is inspired by The Night of the Worm Slayer by xCoraNil which can be found here:
https://www.lexaloffle.com/bbs/?tid=32628
This is also my first time making music for a game. Any feedback is much appreciated
Updates
Update 1

Vampachi v1.1
Dodge, evolve, survive! This is my PICO-8 take on Vampire Survivors. As a vertical shmup. It started out way more Vampire Survivors-like and turned out way more shmup-like. At least it's not just a clone.
Story
Yeah, sure. Okay, well: Help vampire hunter Liz Belmont to survive until dawn. Except dawn will never come. Sorry.
Features
Endless survival shmup gameplay
15 types of enemies
4 types of bosses
10 upgradable abilities and weapons including:
- A god-worthy hammer
- An adorable bee
- A Pac-Man
- A fluffy sheep
- A Croissant
- Melee damage
- up to 8-way shooting (completely automated)
How to play






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