Curious Fishing is an aquatic puzzle game where you move a fishing hook around in a grid, trying to catch a variety of sea creatures which each embody different puzzle mechanics. Sort of Fishing + Sokoban.
The game started way back in 2016 as a jam game on the PICO-8 called Hook, Line and Thinker. In the full game I'm still using the lovely 16-color palette and 128x128 resolution, and all the game's audio was made in PICO-8 and then exported!
It's a free browser game that works on both desktop and mobile. You can check it out here:
https://rhythmlynx.itch.io/curious-fishing
The game is designed to be approachable and stress-free, so there are simple controls (including support for mouse, keyboard, gamepad and mobile touchscreen), no timers, you have an unlimited undo, and you can try the levels in almost any order so you won’t get stuck.
I thought I'd share in case anyone was interested. I hope you like it :)
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CONTROLS
The game intended as a local multiplayer game. So directional controls for TWO PLAYERS, and some basic interaction are implemented.
STORY
Two kids need to go to school safely without dreaming - helpng each other to stay focussed.
WIP
This cart is work in progress. As we figure out a good connection between story and what acutally happens. anyway, you will see :)
Combining large map size (e.g. poke(0x5f56,0x80,0)) with the new return value for out-of-bounds mget poke(0x5f36,0x10) poke(0x5f5a,255) causes any tile 128+ to be returned as the defined return value instead of the actual map tile.
Map width 256: Unable to interact with blocks and treetop rendering does not detect tree tiles anymore.
If map width is less than 128, tiles from map edge to 128 return zero and 128+ return the defined return value.
At 128 tiles:


This is an unfinished project I used to work on a few months ago.
It includes a randomly-generating spider web.
Technical details:
Dots are placed randomly and they only connect with eachother when
they are <=(a certain distance) away.
The web doesn't lag pico-8 too much because it only gets generated
on the first frame and It's then stored in the extended memory and
redrawn from there every frame afterwards.
Use the arrow keys for your movement.
Press the X key to fire phasers.
Press Z to fire quantum torpedoes full spread. You start with a single spread of torpedoes, as you gain more Dilithium Crystals
, your quantum torpedo attack increases in power!
Sometimes the Borg will also drop shield recharge cells !

Space Raid
[Oct 22, 2024]: Finally brought to parity with the itch.io version.
You've successfully infiltrated a key enemy base; steal their equipment and destroy them from inside!
Controls
Arrows - Move
Z / C - Fire
X - Retarget
Update log on the itch.io page

I'm trying to rotate a sprite from the sprite sheet, and I think I'm semi successful.
The problem I have been noticing is that when the sprite is turning it will have holes in the drawing, no matter which sprite it is. I think what is happening is that it's rounding of the coordinates to the closest, and this sometimes draws two pixels on top of each other. At least that's what I think is happening.
In what way do you typically solve this? Draw a color in the blanks that is a close match, or like a background color?
Can you cleverly ensure that pixels never get's drawn on top of each other?
Hi,
Playing with custom fonts, I found that the \n escape sequence cannot be followed by an a in the string (probably an issue also with 0-9 and a-f). This doesn't occur in the default font mode (works as expected)...
poke(0x5600,8,8,8,0,0) -- setup 8x8 font -- Char 97 'a' poke(0x5600+(8* 97), 12,108,99,3,48,54,198,192) -- Works with "\n a" ?"\014 a\n a" -- Missing character with "\na" ?"\014 a\na" |
Possible bug: \na shouldn't be treated as an escape code for custom fonts (just \n).
here's my entry for pico1k 2022!
it's a 3D point-cloud renderer with SSAO - takes a minute or two to prepare the scene (may help to imagine a soothing voice saying stuff like "now we're going to add some happy-little-clouds"), then once it's done generating, it draws one "shimmery" image forever.
if you'd like to use this renderer to draw your own 3D scene (maybe for pico1k, maybe just for fun!), this thread has some info about how to use it:
[tweet]
in short, you tell it to draw a ton of 3D points (no triangles!), it uses a z-buffer (no sorting!), and allows four independent color-ramps (SSAO can darken a color, but never moves it into a different four-color group)
This is a little tool to convert a big ol' list of strings into the PICO-8 map.
This has some very specific usage cases, and there's probably a better way somehow, but heres an example of when you might use it:
Imagine you are making a big parkour game, with lots of fairly big levels. You can't possibly hold all of them in the PICO-8's map together. So you use this tool to load in a new map on demand.
In this case, you may want to use this.
Here's the cart:
controls:
arrow keys to move camera position
X/C etc to change to map 2

Attention!
Pilots needed urgently!
The star Mimiar imploded, and shattered a dwarf planet that was orbiting it.
Ginormous asteroids are now hurtling towards Thrawn, the home of millions of unsuspecting people.
We must destroy the asteroids before it is too late!
Buttons
X – Use power up.
Z – Build energy, release to fire.
Arrow keys – Movement.
How to play
Steer your ship across the screen, making sure to dodge the asteroids. Tap Z to fire a small bullet or
press and hold to build up energy. Collect the power ups that float across the screen, because they can
be very helpful. Press X to use them.
Your ship's energy meter is displayed in the top left corner. (Bottom

GALAXIS
A simple shmup reminiscent of the arcade era.
Galaxis was made using the Lazy Devs Shmup Tutorial on YouTube
Galaxis is also being submitted to the Lazy Devs Basic Shmup Jam on itch.io. Please check out all the other awesome submissions! Downloadable versions of many of the submissions are available over there.
Who the ♥♥♥♥ is ALF?
Controls

Hello, I'm looking for a way to draw 100 sprites on the screen at the same time. All sprites will have different coordinates. I don't want to write 100 times spr(), so I"m looking for another way. I wanted to use a loop, but from what I've noticed so far, the pico 8 has performance issues after that. Does anyone have any idea what to do with it?

Scramble, Scramble!!
The Gear Empire has invaded your star system. Pilot the Blue Raptor to defeat 15 waves of enemies by shooting them down with bullets or by crushing them with your Iron Egg!
This game is a shoot-em-up with a breakout/"Arkanoid" twist!
Controls:
- Arrow Keys to move
- Press X to shoot bullets
- Release X to reload bullets
- Press Z to throw the Iron Egg
Tips:
- Shoot the Iron Egg with bullets to make the Egg bounce back up and destroy your enemies!
- The Iron Egg will bounce off the player ship!
- The "Heart" shape in the center of the Iron Egg will tell you what diagonal direction the egg is moving





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